The RPG Maker Resource Kit
RMRK RPG Maker Creation => XP => XP Scripts Database => Topic started by: xilef on May 01, 2007, 12:58:06 PM
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This script saves files on a virtual "Memory Card", like a PSone, so every game that saves using this script will have all the save files go into one place, where they can be viewed by every game, but if you try to load another game's save file, then bam! It doesn't allow you to and your computer will launch rockets at you throught it's usb ports. Well, the last thing might not happen
Download Link (http://battleworldrpg.ipbfree.com/index.php?act=Attach&type=post&id=66)
Simple diagrams that explains what this script does.
Memcard:
Games---\
Games---->---Memory Card
Games---/
Regular:
Games---Save
Games---Save
Games---Save
You like that don't cha'?
The files are attached to this post, and instructions are within the script editor of the game. But here they are anyways!
Extract zip file. Run the memory card installer, this will place the right files into the right places (C:\Program Files\Common Files) then install the project. Open it's script editor and there are instructions in there that tell you what to delete and what to copy in as replacement.
If you can't wait until then; run the project and select newgame, talk to the girl and she will tell you some stuff about this.
Version info:
1.0-This one
1.1-External resource update
1.2-view some of the save info on the card select sceen.
screen shot:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg224.imageshack.us%2Fimg224%2F5830%2Fslotzab6.png&hash=2351b2bc2c5d308165c008daf1cf55b7876a01ad)
It might look basic, but this baby is one of a kind 8-)
Next up: Seperate project that moves, views and delets memory card data.
Cred to: el felixio(AKAed: Xilef (Whos is me)), Trickster, Mr.Mo
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pretty nice. should be useful.
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Looks niiice! XD I think I've seen this before... Anyways, this looks pretty cool... I might use it. :P Problem is, it'd be cooler if everyone who makes a game uses this. XD
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Yep, then you could trade memory!
Would that actually work though? Trading memory like trading memory cards?
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Yep, then you could trade memory!
Would that actually work though? Trading memory like trading memory cards?
Yes it would work. You can also use this to create a disk system like in the final fantasy series. So when you finish disk one one have to download disk two and you can load up disk one's memory and continue.
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Yep, then you could trade memory!
Would that actually work though? Trading memory like trading memory cards?
Yes it would work. You can also use this to create a disk system like in the final fantasy series. So when you finish disk one one have to download disk two and you can load up disk one's memory and continue.
Now, that's cool. I assume that means that it is possible to make two projects, and have one project load the data from the other? Or, am I wrong?
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All I have to say is: wow......
So as MA said, you could make two games, on starting off where the first one finished, if they were both big, or something like that, correct?
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You just need the exact same stuff and the place where you leave off has to be on the same map Id ;D
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I give this script the "Kick-@$$ Award".
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You can make any amount of projects, but to have them load each other's data you'll need the same database, resource names and map id.
You can even make a second project load data from this and unlock new weapons etc. The best thing to do is final fantasy disks, that way you could release your project in tiny chunks at a time.
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Yeah, that would definately help with huge projects (like mine).
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You can make any amount of projects, but to have them load each other's data you'll need the same database, resource names and map id.
You can even make a second project load data from this and unlock new weapons etc. The best thing to do is final fantasy disks, that way you could release your project in tiny chunks at a time.
Perfect for making a game that goes through out history, so you don't have to pack it all in one game.
Or for making an expansion pack! :D AWESOME!
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It's compatible with the most, right?
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Unfortunately, this doesn't work on my computer. It says that the slot is not a valid filename. So to me, this is really just a pretty icon. :(
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If this isn't working for anyone, then check these things:
Did you install the cards with the installer in the zip file?
Did you copy and paste everything that needed to be and replaced what needed to be?
Did you already have save files for that game before adding the script?
Please post screenshots of your error messages.
It is definate that this script does not work with any save scene edits or addons. If you want to add this script but want to keep your savefiles, renamed them the Save#.block (Replacing # with numbers 1 to 4) and move them to either C:\Program Files\Common Files\RPG Maker Saves\Slot 1, or Slot 2
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That looks cool!
By the way, a ps2 also has that. Not only PSone.
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Does it really matter which console got it first? 8)
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Hey could you give me the Framework script again it didn't work this is the error I got on the saving screen "script '*[Content]Framework' line 506:NoMethodError occurred. unidentified method 'each' for nil:NilClass".Here is my line for 506:" for cont in @content"
Here is my whole script for content framework [code]#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base
attr_accessor :content
attr_accessor :name
attr_accessor :variable
attr_accessor :windowskin_name
attr_accessor :help_text
attr_reader :background_name
#--------------------------------------------------------------------------
# * Object Initialization
# x : window x-coordinate
# y : window y-coordinate
# width : window width
# height : window height
#--------------------------------------------------------------------------
alias mr_mo_wiz_int initialize
def initialize(x, y, width, height)
mr_mo_wiz_int(x, y, width, height)
@content = []
@variable = "@"
@name = ""
@background_name = "None"
@background = Sprite.new
@background.x = self.x
@background.y = self.y
@background.z += self.z
@help_text = ""
#Contetnt Varaibles
@pictures = {}
end
#--------------------------------------------------------------------------
# * Add Text(text, x, y, width, height, Font size, color)
#--------------------------------------------------------------------------
def add_text(text,x,y,w,h,size,color,b,i)
self.contents.font.color = color
self.contents.font.size = size
self.contents.font.bold = b
self.contents.font.italic = i
self.contents.draw_text(x, y, w, h, text)
end
#--------------------------------------------------------------------------
# * Add Picture
#--------------------------------------------------------------------------
def add_picture(name,x,y,w=nil,h=nil)
bmp = RPG::Cache.picture(name)
w = bmp.width if w == nil
h = bmp.height if h == nil
src_rect = Rect.new(0, 0, w, h)
self.contents.blt(x, y, bmp, src_rect)
end
#--------------------------------------------------------------------------
# * Add Character Set
#--------------------------------------------------------------------------
def add_characterset(name,x,y,dir=2,h=0,w=0,hue=0)
bmp = RPG::Cache.character(name, hue)
cw = bmp.width / 4
ch = bmp.height / 4
if dir == 0
cw = h
ch = w
yy = 0
else
d = (dir == 2 ? 1 : 0)
yy = ch * ((dir/2)-d)
end
src_rect = Rect.new(0, yy, cw, ch)
self.contents.blt(x, y, bmp, src_rect)
end
#--------------------------------------------------------------------------
# * Add Battler
#--------------------------------------------------------------------------
def add_battler(name,x,y,w,h,hue=0)
bmp = RPG::Cache.battler(name,hue)
src_rect = Rect.new(0, 0, w, h)
self.contents.blt(x, y, bmp, src_rect)
end
#--------------------------------------------------------------------------
# * Add Icon
#--------------------------------------------------------------------------
def add_icon(name,x,y,w,h)
bmp = RPG::Cache.icon(name)
src_rect = Rect.new(0, 0, w, h)
self.contents.blt(x, y, bmp, src_rect)
end
#--------------------------------------------------------------------------
# * Add Background
#--------------------------------------------------------------------------
def background=(bg)
@background_name = bg
if bg == "None"
@background.dispose
@background = Sprite.new
return
end
bmp = RPG::Cache.picture(bg)
@background.bitmap = bmp
end
#--------------------------------------------------------------------------
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144, file=HP_BAR)
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Draw HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
# Draw MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
# * Draw SP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144, file=SP_BAR)
# Draw "SP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end
#--------------------------------------------------------------------------
# * Draw Parameter
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : parameter type (0-6)
#--------------------------------------------------------------------------
def draw_actor_parameter(actor, x, y, type, file=nil)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draw EXP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_exp(actor, x, y, width=144,file=EXP_BAR)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, "E")
self.contents.font.color = normal_color
self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
end
end
#--------------------------------------------------------------------------
# * Load Gradient from RPG::Cache
#--------------------------------------------------------------------------
module RPG
module Cache
def self.gradient(filename, hue = 0)
self.load_bitmap("Graphics/Gradients/", filename, hue)
end
end
end
#--------------------------------------------------------------------------
# * Window Base
#--------------------------------------------------------------------------
class Window_Base < Window
#--------------------------------------------------------------------------
# * Constants Bar Types and Hues for parameters and parameter names
#--------------------------------------------------------------------------
HP_BAR = "014-Reds01"
SP_BAR = "013-Blues01"
EXP_BAR = "015-Greens01"
ATK_BAR = "020-Metallic01"
PDEF_BAR = "020-Metallic01"
MDEF_BAR = "020-Metallic01"
STR_BAR = "020-Metallic01"
DEX_BAR = "020-Metallic01"
AGI_BAR = "020-Metallic01"
INT_BAR = "020-Metallic01"
HUES = [150,180,60,30,270,350,320]
STATS = ["atk","pdef","mdef","str","dex","agi","int"]
# leave this alone if you don't know what you are doing
OUTLINE = 1
BORDER = 1
#--------------------------------------------------------------------------
# * Draw Bar Type
#--------------------------------------------------------------------------
def draw_bar_type(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2", view = "Horizantel")
if view == "Horizantel"
draw_gradient_bar(x, y, min, max, file, width, height, hue, back, back2)
else
draw_vertical_gradient_bar(x, y, min, max, file, width, height, hue, back, back2)
end
end
#--------------------------------------------------------------------------
# * Draw Gradient Bar
#--------------------------------------------------------------------------
def draw_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
bar = RPG::Cache.gradient(file, hue)
back = RPG::Cache.gradient(back)
back2 = RPG::Cache.gradient(back2)
cx = BORDER
cy = BORDER
dx = OUTLINE
dy = OUTLINE
zoom_x = width != nil ? width : back.width
zoom_y = height != nil ? height : back.height
percent = min / max.to_f if max != 0
percent = 0 if max == 0
back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
bar_dest_rect = Rect.new(x+cx,y+cy,zoom_x * percent-cx*2,zoom_y-cy*2)
back_source_rect = Rect.new(0,0,back.width,back.height)
back2_source_rect = Rect.new(0,0,back2.width,back2.height)
bar_source_rect = Rect.new(0,0,bar.width* percent,bar.height)
self.contents.stretch_blt(back_dest_rect, back, back_source_rect)
self.contents.stretch_blt(back2_dest_rect, back2, back2_source_rect)
self.contents.stretch_blt(bar_dest_rect, bar, bar_source_rect)
end
#--------------------------------------------------------------------------
# * Draw Vertical Gradient Bar
#--------------------------------------------------------------------------
def draw_vertical_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
bar = RPG::Cache.gradient(file, hue)
back = RPG::Cache.gradient(back)
back2 = RPG::Cache.gradient(back2)
cx = BORDER
cy = BORDER
dx = OUTLINE
dy = OUTLINE
zoom_x = width != nil ? width : back.width
zoom_y = height != nil ? height : back.height
percent = min / max.to_f if max != 0
percent = 0 if max == 0
bar_y = (zoom_y - zoom_y * percent).ceil
source_y = bar.height - bar.height * percent
back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
bar_dest_rect = Rect.new(x+cx,y+bar_y+cy,zoom_x-cx*2,(zoom_y * percent).to_i-cy*2)
back_source_rect = Rect.new(0,0,back.width,back.height)
back2_source_rect = Rect.new(0,0,back2.width,back2.height)
bar_source_rect = Rect.new(0,source_y,bar.width,bar.height * percent)
self.contents.stretch_blt(back_dest_rect, back, back_source_rect)
self.contents.stretch_blt(back2_dest_rect, back2, back2_source_rect)
self.contents.stretch_blt(bar_dest_rect, bar, bar_source_rect)
end
#--------------------------------------------------------------------------
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
alias trick_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144, file=HP_BAR)
# Calculate if there is draw space for MaxHP
return if width <= 32
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
width = hp_x - x
width += $game_temp.in_battle ? 50 : 100
# Draw HP
draw_gradient_bar(x, y + 16, actor.hp, actor.maxhp, file, width, 8)
trick_draw_actor_hp(actor, x, y, width, file=HP_BAR)
end
#--------------------------------------------------------------------------
# * Draw SP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
alias trick_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144, file=SP_BAR)
# Calculate if there is draw space for MaxHP
return if width <= 32
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
width = sp_x - x
width += $game_temp.in_battle ? 50 : 100
# Draw SP
draw_gradient_bar(x, y + 16, actor.sp, actor.maxsp, file, width, 8)
trick_draw_actor_sp(actor, x, y, width, file=SP_BAR)
end
#--------------------------------------------------------------------------
# * Draw Exp
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
alias trick_bars_base_exp draw_actor_exp
def draw_actor_exp(actor, x, y, width = 144, file=EXP_BAR)
return if width <= 32
min = actor.level == 99 ? 1 : actor.now_exp
max = actor.level == 99 ? 1 : actor.next_exp
draw_gradient_bar(x, y + 16, min, max, file, width)
trick_bars_base_exp(actor, x, y, width=144,file=EXP_BAR)
end
#--------------------------------------------------------------------------
# * Draw Parameter
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : draw which parameter
#--------------------------------------------------------------------------
alias trick_bars_base_parameter draw_actor_parameter
def draw_actor_parameter(actor, x, y, type, file=nil)
hue = HUES[type]
stat = eval("actor.#{STATS[type]}")
file = eval("#{STATS[type].upcase}_BAR") if file == nil
draw_gradient_bar(x, y + 18, stat, 999, file, 190, 8, hue)
trick_bars_base_parameter(actor, x, y, type,file=nil)
end
end
#--------------------------------------------------------------------------
# * Game Actor
#--------------------------------------------------------------------------
class Game_Actor
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
exp = @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
return exp
end
end
#==============================================================================
# ** PreMade Command
#==============================================================================
class Pre_Command < Window_Selectable
attr_accessor :item_max
attr_accessor :commands
attr_accessor :target
attr_reader :view
attr_reader :font_s
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(width, commands, size=21)
# Compute window height from command quantity
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
@target = nil
@view = "Verticle"
@font_s = size
@help_text = "This is a List/Menu Window, you can use it to display contents on it. Drag contents on it from Tool Box. Righ-Click to add more commands."
self.contents = Bitmap.new(width - 32, @item_max * 32)
self.contents.font.size = size
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
self.contents = Bitmap.new(width-32, height-32)
end
@item_max = @commands.size
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
do_contents
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# * Horizantel or Vertical
#--------------------------------------------------------------------------
def view=(v)
@view = v
end
#--------------------------------------------------------------------------
# * Sets Font Size
#--------------------------------------------------------------------------
def font_s=(s)
return if self.contents == nil or self.contents.disposed?
@font_s = s
return if s <= 10 or s >= 35
self.contents.font.size = s
refresh
end
#--------------------------------------------------------------------------
# * Add a Command
#--------------------------------------------------------------------------
def add_command(n="")
@commands.push(n)
@item_size = @commands.size
#Get Font Size
size = self.contents.font.size
#Dispose Bitmap
if self.contents != nil
self.contents.dispose
self.contents = nil
end
#Get New Bitmap
self.contents = Bitmap.new(width - 32, @item_max * 32 + 32)
self.contents.font.size = size
self.height = @commands.size * 32 + 32
refresh
end
#--------------------------------------------------------------------------
# * Adds the contents
#--------------------------------------------------------------------------
def do_contents
#Get all the contents
for cont in @content
next if cont == nil
@current_c = cont
#If the content is a text
if cont.is_a?(Game_Text)
# Add the text
add_text(cont.text,cont.x,cont.y,cont.w,cont.h,cont.size,cont.color,cont.bol,cont.it)
elsif cont.is_a?(Game_DataText)
# Add the text
add_text(cont.text,cont.x,cont.y,cont.w,cont.h,cont.size,cont.color,cont.bol,cont.it)
elsif cont.is_a?(Game_Bar)
# Add Bar
draw_bar_type(cont.x, cont.y, cont.min, cont.max, cont.file, cont.w , cont.h, cont.hue, cont.back, cont.back2, cont.view)
elsif cont.is_a?(Game_HpBar)
#Draw HP Bar
draw_actor_hp(cont.actor, cont.x, cont.y, cont.w,cont.file)
elsif cont.is_a?(Game_SpBar)
#Draw Sp Bar
draw_actor_sp(cont.actor, cont.x, cont.y, cont.w,cont.file)
elsif cont.is_a?(Game_ExpBar)
#Draw Exp Bar
draw_actor_exp(cont.actor, cont.x, cont.y, cont.w,cont.file)
elsif cont.is_a?(Game_ParaBar)
#Draw Parameter Bar
draw_actor_parameter(cont.actor, cont.x, cont.y, cont.type, cont.file)
elsif cont.is_a?(Game_Pic)
#Draw Picture
add_picture(cont.file,cont.x,cont.y,cont.w,cont.h)
elsif cont.is_a?(Game_CharacterSet)
#Draw Characterset
add_characterset(cont.file,cont.x,cont.y,cont.dir,cont.h,cont.w,cont.hue)
elsif cont.is_a?(Game_Bat)
#Draw Game Battler
add_battler(cont.file,cont.x,cont.y,cont.w,cont.h,cont.hue)
elsif cont.is_a?(Game_AcCharacterSet)
#Draw Characterset
add_characterset(cont.file,cont.x,cont.y,cont.dir,cont.h,cont.w,cont.hue)
elsif cont.is_a?(Game_AcBat)
#Draw Game Battler
add_battler(cont.file,cont.x,cont.y,cont.w,cont.h,cont.hue)
elsif cont.is_a?(Game_Icon)
#Draw Icon
add_icon(cont.file,cont.x,cont.y,cont.w,cont.h)
end
@current_c = nil
end
end
end
#==============================================================================
# ** Game Text
#------------------------------------------------------------------------------
# This is to hold text info.
#==============================================================================
class Game_Text
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :text
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :color
attr_accessor :size
attr_accessor :parent
attr_reader :font_s
attr_reader :blue
attr_reader :green
attr_reader :red
attr_reader :alpha
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=100,h=32,text="Text#{self.object_id}",s=21,b=false,i=false,r=255,g=255,bl=255,a=255)
@text = text
@h = h
@w = w
@x = x
@y = y
@size = s
@font_s = s
@bold = b
@italic = i
@parent = nil
@red = r
@green = g
@blue = bl
@alpha = a
@color = Color.new(@red, @green, @blue, @alpha)
@help_text = "This displays Text on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Blue
#--------------------------------------------------------------------------
def blue=(b)
@blue = b
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# *Green
#--------------------------------------------------------------------------
def green=(g)
@green = g
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Red
#--------------------------------------------------------------------------
def red=(r)
@red = r
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Alpha
#--------------------------------------------------------------------------
def alpha=(a)
@alpha = a
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Bold
#--------------------------------------------------------------------------
def bol
case @bold
when "true"
return true
when "false"
return false
end
end
#--------------------------------------------------------------------------
# * Italic
#--------------------------------------------------------------------------
def it
case @italic
when "true"
return true
when "false"
return false
end
end
#--------------------------------------------------------------------------
# * Bold=(boolean)
#--------------------------------------------------------------------------
def bold=(b)
case b
when "true"
@bold = true
when "false"
@bold = false
end
end
#--------------------------------------------------------------------------
# * Italic=(boolean)
#--------------------------------------------------------------------------
def italic=(i)
case i
when "true"
@italic = true
when "false"
@italic = false
end
end
#--------------------------------------------------------------------------
# * Bold
#--------------------------------------------------------------------------
def bold
return "true" if @bold
return "false" if !@bold
end
#--------------------------------------------------------------------------
# * Italic
#--------------------------------------------------------------------------
def italic
return "true" if @italic
return "false" if !@italic
end
#--------------------------------------------------------------------------
# * Sets Font Size
#--------------------------------------------------------------------------
def font_s=(s)
@font_s = s
return if s <= 10 or s >= 35
@size = s
end
end
#==============================================================================
# ** Game DataText
#------------------------------------------------------------------------------
# This is to hold datatext info.
#==============================================================================
class Game_DataText
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :text
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :color
attr_accessor :size
attr_accessor :parent
attr_accessor :data
attr_accessor :id
attr_reader :font_s
attr_reader :blue
attr_reader :green
attr_reader :red
attr_reader :alpha
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=100,h=32,data=nil,s=21,b=false,i=false,r=255,g=255,bl=255,a=255,id=1)
@id = id
@data = $game_actors[id].name
@text = @data
@h = h
@w = w
@x = x
@y = y
@size = s
@font_s = s
@bold = b
@italic = i
@parent = nil
@red = r
@green = g
@blue = bl
@alpha = a
@color = Color.new(@red, @green, @blue, @alpha)
@help_text = "This displays Text on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Blue
#--------------------------------------------------------------------------
def blue=(b)
@blue = b
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# *Green
#--------------------------------------------------------------------------
def green=(g)
@green = g
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Red
#--------------------------------------------------------------------------
def red=(r)
@red = r
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Alpha
#--------------------------------------------------------------------------
def alpha=(a)
@alpha = a
@color.set(@red, @green, @blue, @alpha)
end
#--------------------------------------------------------------------------
# * Bold
#--------------------------------------------------------------------------
def bol
case @bold
when "true"
return true
when "false"
return false
end
end
#--------------------------------------------------------------------------
# * Italic
#--------------------------------------------------------------------------
def it
case @italic
when "true"
return true
when "false"
return false
end
end
#--------------------------------------------------------------------------
# * Bold=(boolean)
#--------------------------------------------------------------------------
def bold=(b)
case b
when "true"
@bold = true
when "false"
@bold = false
end
end
#--------------------------------------------------------------------------
# * Italic=(boolean)
#--------------------------------------------------------------------------
def italic=(i)
case i
when "true"
@italic = true
when "false"
@italic = false
end
end
#--------------------------------------------------------------------------
# * Bold
#--------------------------------------------------------------------------
def bold
return "true" if @bold
return "false" if !@bold
end
#--------------------------------------------------------------------------
# * Italic
#--------------------------------------------------------------------------
def italic
return "true" if @italic
return "false" if !@italic
end
#--------------------------------------------------------------------------
# * Sets Font Size
#--------------------------------------------------------------------------
def font_s=(s)
@font_s = s
return if s <= 10 or s >= 35
@size = s
end
end
#==============================================================================
# ** Game Bar
#------------------------------------------------------------------------------
# This is to hold bar info.
#==============================================================================
class Game_Bar
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :min
attr_accessor :max
attr_accessor :file
attr_accessor :hue
attr_accessor :back
attr_accessor :back2
attr_accessor :parent
attr_reader :view
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=144,h=12,f="014-Reds01",min=32,max=64,hue=0,view="Horizantel")
@h = h
@w = w
@x = x
@y = y
@min = min
@max = max
@file = f
@hue = hue
@back = "Back"
@back2 = "Back2"
@parent = nil
@view = view
@help_text = "This displays a Bar on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * View
#--------------------------------------------------------------------------
def view=(v)
h=@h
w=@w
@w = h
@h = w
@view = v
end
end
#==============================================================================
# ** Game HP Bar
#------------------------------------------------------------------------------
# This is to hold HPbar info.
#==============================================================================
class Game_HpBar
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :parent
attr_accessor :kind
attr_accessor :file
attr_reader :actor_id
attr_reader :a_id
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="014-Reds01")
@h = h
@w = w
@x = x
@y = y
@actor_id = id
@parent = nil
@a_id = id
@kind = kind
@file = file
@help_text = "This displays HPbar on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor
if @kind == "Database"
return $game_actors[@actor_id]
elsif @kind == "Party"
return $game_party.actors[@actor_id]
end
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor_tos
if @kind == "Database"
return "$game_actors[#{@actor_id}]"
elsif @kind == "Party"
return "$game_party.actors[#{@actor_id}]"
end
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def actor_id=(id)
@actor_id = id
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def a_id=(id)
@a_id = id
if $game_actors[id] != nil
actor_id=id
end
end
end
#==============================================================================
# ** Game SP Bar
#------------------------------------------------------------------------------
# This is to hold HPbar info.
#==============================================================================
class Game_SpBar
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :parent
attr_accessor :kind
attr_accessor :file
attr_reader :actor_id
attr_reader :a_id
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="013-Blues01")
@h = h
@w = w
@x = x
@y = y
@actor_id = id
@parent = nil
@a_id = id
@kind = kind
@file = file
@help_text = "This displays SpBar on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor
if @kind == "Database"
return $game_actors[@actor_id]
elsif @kind == "Party"
return $game_party.actors[@actor_id]
end
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor_tos
if @kind == "Database"
return "$game_actors[#{@actor_id}]"
elsif @kind == "Party"
return "$game_party.actors[#{@actor_id}]"
end
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def actor_id=(id)
@actor_id = id
@actor = $game_actors[@actor_id]
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def a_id=(id)
@a_id = id
if $game_actors[id] != nil
actor_id=id
end
end
end
#==============================================================================
# ** Game Exp Bar
#------------------------------------------------------------------------------
# This is to hold Expbar info.
#==============================================================================
class Game_ExpBar
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :parent
attr_accessor :kind
attr_accessor :file
attr_reader :actor_id
attr_reader :a_id
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file="015-Greens01")
@h = h
@w = w
@x = x
@y = y
@actor_id = id
@parent = nil
@a_id = id
@kind = kind
@file = file
@help_text = "This displays ExpBar on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor
if @kind == "Database"
return $game_actors[@actor_id]
elsif @kind == "Party"
return $game_party.actors[@actor_id]
end
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor_tos
if @kind == "Database"
return "$game_actors[#{@actor_id}]"
elsif @kind == "Party"
return "$game_party.actors[#{@actor_id}]"
end
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def actor_id=(id)
@actor_id = id
@actor = $game_actors[@actor_id]
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def a_id=(id)
@a_id = id
if $game_actors[id] != nil
actor_id=id
end
end
end
#==============================================================================
# ** Game ParaMeters Bar
#------------------------------------------------------------------------------
# This is to hold Parabar info.
#==============================================================================
class Game_ParaBar
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :parent
attr_accessor :kind
attr_accessor :file
attr_accessor :type
attr_reader :actor_id
attr_reader :a_id
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=144,h=12,id=1,kind="Database",file=nil,type=0)
@h = h
@w = w
@x = x
@y = y
@actor_id = id
@parent = nil
@a_id = id
@kind = kind
@file = file
@type = type
@help_text = "This displays ParaBar on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor
if @kind == "Database"
return $game_actors[@actor_id]
elsif @kind == "Party"
return $game_party.actors[@actor_id]
end
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor_tos
if @kind == "Database"
return "$game_actors[#{@actor_id}]"
elsif @kind == "Party"
return "$game_party.actors[#{@actor_id}]"
end
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def actor_id=(id)
@actor_id = id
@actor = $game_actors[@actor_id]
end
#--------------------------------------------------------------------------
# * Actor Id
#--------------------------------------------------------------------------
def a_id=(id)
@a_id = id
if $game_actors[id] != nil
actor_id=id
end
end
end
#==============================================================================
# ** Game Picture
#------------------------------------------------------------------------------
# This is to hold Picture info.
#==============================================================================
class Game_Pic
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :file
attr_accessor :parent
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=32,h=32,f="nopic")
@h = h
@w = w
@x = x
@y = y
@file = f
@parent = nil
@help_text = "This displays a Picture on a window. Use the property panel to edit it."
end
end
#==============================================================================
# ** Game CharacterSet
#------------------------------------------------------------------------------
# This is to hold text info.
#==============================================================================
class Game_CharacterSet
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :file
attr_accessor :x
attr_accessor :y
attr_accessor :dir
attr_accessor :hue
attr_accessor :h
attr_accessor :w
attr_accessor :parent
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=32,h=32,f="001-Fighter01",dir=2,hue=0)
@x = x
@y = y
@file = f
@dir = dir
@hue = hue
@h = h
@w = w
@parent = nil
@help_text = "This displays a CharacterSet on a window. Use the property panel to edit it."
end
end
#==============================================================================
# ** Game Battler
#------------------------------------------------------------------------------
# This is to hold text info.
#==============================================================================
class Game_Bat
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :file
attr_accessor :h
attr_accessor :w
attr_accessor :x
attr_accessor :y
attr_accessor :hue
attr_accessor :parent
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=100,h=100,f="nopic",hu=0)
@h = h
@w = w
@x = x
@y = y
@file = f
@hue = hu
@parent = nil
@help_text = "This displays a Battler on a window. Use the property panel to edit it."
end
end
#==============================================================================
# ** Game CharacterSet
#------------------------------------------------------------------------------
# This is to hold text info.
#==============================================================================
class Game_AcCharacterSet
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :x
attr_accessor :y
attr_accessor :dir
attr_accessor :hue
attr_accessor :h
attr_accessor :w
attr_accessor :parent
attr_accessor :kind
attr_reader :actor_id
attr_reader :a_id
attr_reader :help_text
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x=0,y=0,w=32,h=32,id=1,kind="Database",dir=2,hue=0)
@x = x
@y = y
@actor_id = id
@kind = kind
@file = actor.character_name
@dir = dir
@hue = hue
@a_id = id
@h = h
@w = w
@parent = nil
@help_text = "This displays an Actor's CharacterSet on a window. Use the property panel to edit it."
end
#--------------------------------------------------------------------------
# * File
#--------------------------------------------------------------------------
def file
return actor.character_name
end
#--------------------------------------------------------------------------
# * Actor
#--------------------------------------------------------------------------
def actor
if @kind == "Database"
return $game_actors[@actor_id]
elsif @kind == "Party"
return $game_party.actors[@actor_id]
end
end
#--------------------------------------------------------------------------
-
Sorry...it was a compatibility issue that I was able to work out after about a day. It was the fact that I had 2 menu changing scripts at once. So I put both scripts in one script code, and it worked :D...
-
Xilief i think you need to make the download link again because i can't get it to download properly