The RPG Maker Resource Kit

RMRK RPG Maker Creation => VX => VX Scripts Database => Topic started by: modern algebra on August 16, 2009, 10:26:55 PM

Title: Catalogue Base
Post by: modern algebra on August 16, 2009, 10:26:55 PM
Catalogue Base
Version: 1.1
Author: modern algebra
Date: October 6, 2009

Version History



Description


This script acts as a base script for my catalogue scripts, and it is required for each of those scripts. It has a number of shared classes and methods that thereby reduce unnecessary coding for those scripts.

It is, however, strictly a support script. It has no useful purpose on its own.

Features

Screenshots

This is what the basic format of all my catalogue scripts will be:

(http://img43.imageshack.us/img43/8122/cataloguebasescreen.png)

Instructions

No real insructions. For any script that requires this, just paste it above Main and above the scripts that require it but below the default scripts. If you wish to use it to write your own scripts, than post and I will write some instructions. But if nobody wants to, I don't want to write them all out :)

Script


Code: [Select]
#==============================================================================
#    Catalogue Base
#    Version: 1.1
#    Author: modern algebra (rmrk.net)
#    Date: October 6, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#  
#    This script acts as a base script for my catalogue scripts, and it is
#   required for each of those scripts. It has a number of shared classes and
#   methods that thereby reduce unnecessary coding for those scripts.
#
#    It is, however, strictly a support script. It has no useful purpose on
#   its own.
#==============================================================================

#==============================================================================
# ** Data Catalogues
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This class handles catalogues. It's a wrapper for the built-in class Array
#==============================================================================

class Data_Catalogues
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize
    @data = []
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Get Catalogue
  #     catalogue_id : ID of the catalogue
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def [](catalogue_id)
    if @data[catalogue_id] == nil
      return Catalogue_Base.new
    else
      return @data[catalogue_id]
    end
  end
end

#==============================================================================
# ** Catalogue_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This is the base to all Catalogue Groups.
#==============================================================================

class Catalogue_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_reader   :name
  attr_reader   :objects
  attr_accessor :visible_objects
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (name = 'Catalogue', objects = [], show_all = false)
    # Set variables
    @name = name
    @objects = objects
    @visible_objects = []
    @show_all = show_all
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Card
  #``````````````````````````````````````````````````````````````````````````
  #  This method returns the Card Window for a Catalogue, and should be
  # overwritten by any subclasses
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def card
    return Window_CatalogueCard
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Include?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def include? (index)
    return true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Enable?
  #    index : the index of object in objects array
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def enable? (index)
    return true
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def object (index)
    return @objects[index]
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Icon
  #     index : The index of the object in objects array
  #``````````````````````````````````````````````````````````````````````````
  #  This returns an icon to show in Window_CatalogueCommand. By default, it
  # will return the output of the object method icon_index. It must be
  # overwritten if the object class has no icon_index method
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def object_icon (index)
    return index < @objects.size ? object (index).icon_index : 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Name
  #     index : The index of the object in objects array
  #``````````````````````````````````````````````````````````````````````````
  #  This returns a name to show in Window_CatalogueCommand. By default, it
  # will return the output of the object method name. It must be overwritten
  # if the object class has no name method
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def object_name (index)
    return index < @objects.size ? object (index).name : ''
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Help Text
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def object_help_text (index)
    return ''
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * C Disabled?
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def c_disabled
    return true
  end
end

#==============================================================================
# ** Window Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - cb_outline_rect
#==============================================================================

class Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Outline_Rect
  #    x, y, width, height : rect to outline around
  #    colour              : the colour object for this box
  #    t                   : thickness of the edges
  #    type                : 0 => rounded rectangle; 1 => rectangle
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def cb_outline_rect (x, y, width, height, colour = system_color, t = 2, type = 0)
    # If fill round, check if possible
    if type == 0
      if !contents.methods.include? ("fill_rounded_rect")
        type = 1
      else
        contents.fill_rounded_rect (Rect.new (x, y, width, height), colour)
        rect = Rect.new (x + t, y + t, width - (2*t), height - (2*t))
        contents.fill_rounded_rect (rect, Color.new (0,0,0,0))
      end
    end
    # Otherwise, draw rectangle
    if type == 1
      # Draw Horizontal
      contents.fill_rect (x, y, width, t, colour)
      contents.fill_rect (x, y + height - t, width, t, colour)
      # Draw Vertical
      contents.fill_rect (x, y + t, t, height - (2*t), colour)
      contents.fill_rect (x + width - t, y + t, t, height - (2*t), colour)
    end
  end
end

#==============================================================================
# ** Window_CatalogueCard
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#  This window display information on objects in the catalogue
#==============================================================================

class Window_CatalogueCard < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Initialize
  #    catalogue : the catalogue information this card shows
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (catalogue)
    super (224, 0, Graphics.width - 224, Graphics.height - 32 - WLH)
    @catalogue = catalogue
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Refresh (index)
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def refresh (index = nil)
    contents.clear
    return false if index == nil
    @object = @catalogue.object (index)
  end
end

#==============================================================================
# ** Window Catalogue Label
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window displays the name of the Catalogue
#==============================================================================

class Window_CatalogueLabel < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (x, y, width, height, name)
    super (x, y, width, height)
    contents.font.color = system_color
    contents.draw_text (0, 0, contents.width, contents.height, name, 1)
  end
end

#==============================================================================
# ** Window Catalogue Command
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window lists all available objects from the catalogue
#==============================================================================

class Window_CatalogueCommand < Window_Command
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (width, catalogue, *args)
    @catalogue = catalogue
    super (width, Array.new (@catalogue.visible_objects.size), 1)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Item
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_item (window_index)
    # Get real object Index
    cat_index = @catalogue.visible_objects[window_index]
    enabled = @catalogue.enable? (cat_index)
    rect = item_rect(window_index)
    self.contents.clear_rect(rect)
    # Draw Icon
    draw_icon (@catalogue.object_icon (cat_index), rect.x, rect.y, enabled)
    rect.x += 28
    rect.width -= 28
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(rect, @catalogue.object_name (cat_index))
  end
end

#==============================================================================
# ** Scene Title
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - load_database; load_bt_database
#==============================================================================

class Scene_Title
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Load Database
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdnabalg_ctlge_base_lddata_5hv9 load_database
  def load_database (*args)
    mdnabalg_ctlge_base_lddata_5hv9 (*args) # Run Original Method
    $data_catalogues = Data_Catalogues.new
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Load Battle Test Database
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias algebramodern_catalogues_btdatabselod_3hb7 load_bt_database
  def load_bt_database (*args)
    algebramodern_catalogues_btdatabselod_3hb7 (*args) # Run Original Method
    $data_catalogues = Data_Catalogues.new
  end
end

#==============================================================================
# ** Scene Catalogue
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This scene handles processing for a catalogue scene
#==============================================================================

class Scene_Catalogue < Scene_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #    catalogue_id : the ID of the catalogue to be opened
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize(catalogue_id)
    @catalogue = $data_catalogues[catalogue_id]
    # Get all included and visible objects
    for i in 0...@catalogue.objects.size
      if @catalogue.include? (i)
        @catalogue.visible_objects.push (i)
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def start
    super
    wlh = Window_Base::WLH
    # Create Label Window
    height = (Graphics.height - 96 - 2*wlh) % wlh
    height += 32 + wlh
    create_label_window (0, 0, 224, height)
    # Create Command Window
    height = Graphics.height - @label_window.height - 32 - wlh
    create_command_window (0, @label_window.height, 224, height)
    create_card_window
    create_help_window (0, Graphics.height - 32 - wlh, Graphics.width, 32 + wlh)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Terminate Scene
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def terminate
    super
    @catalogue.visible_objects.clear
    # Dispose all windows
    @label_window.dispose unless @label_window.nil? || @label_window.disposed?
    @command_window.dispose unless @command_window.nil? || @command_window.disposed?
    @card_window.dispose unless @card_window.nil? || @card_window.disposed?
    @help_window.dispose unless @help_window.nil? || @help_window.disposed?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    super
    if @command_window.active
      update_command
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Label Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_label_window (x, y, width, height)
    @label_window = Window_CatalogueLabel.new (x, y, width, height, @catalogue.name)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Command Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_command_window (x, y, width, height)
    @command_window = Window_CatalogueCommand.new (width, @catalogue)
    @command_window.x, @command_window.y = x, y
    @command_window.height = height
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Card Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_card_window
    # X, Y, Width, Height set in the window itself, which has to be altered.
    @card_window = @catalogue.card.new (@catalogue)
    @card_window.refresh (@catalogue.visible_objects[0])
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Create Help Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def create_help_window (x, y, width, height)
    @help_window = Window_Help.new
    @help_window.width, @help_window.height = width, height
    @help_window.create_contents
    @help_window.x, @help_window.y = x, y
    @help_window.set_text (@catalogue.object_help_text (@catalogue.visible_objects[0]))
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update Command Window
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update_command
    old_index = @command_window.index
    @command_window.update
    # Get catalogue index for selected object
    cat_index = @catalogue.visible_objects[@command_window.index]
    # If cursor has moved
    if old_index != @command_window.index
      # Update Card Window
      @card_window.refresh (cat_index)
      @help_window.set_text (@catalogue.object_help_text (cat_index))
    end
    if Input.trigger? (Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger? (Input::C)
      if @catalogue.c_disabled || !@catalogue.enable? (cat_index)
        Sound.play_buzzer
      else
        process_button_c
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Processing if Button C is pressed and valid
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def process_button_c
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Return Scene
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def return_scene
    $scene = Scene_Map.new
  end
end
Credit



Addons

Any addons in this section will work for any type of catalogue I create.


Support


For support, please post directly in this topic at RMRK.net. Don't PM me.

Known Compatibility Issues

No known compatibility problems.

Author's Notes


I made this script to serve as a base for my own catalogue scripts (planned to make an Items & Skills Catalogue, as well as a Monster Catalogue script and possibly a Character Catalogue Script), but it's free to use if anybody else would like to make their own catalogues. :)
[/list]


Creative Commons License
This script by modern algebra is licensed under a Creative Commons Attribution-Non-Commercial-Share Alike 2.5 Canada License.
Title: Re: Catalogue Base
Post by: modern algebra on August 19, 2009, 08:01:46 PM
New Addon that will work for any and all catalogues that use this script as a base:

Show Encounter Ratio

This addon will show a small encounters window next to the description window, showing how many of the catalogue's objects are visible with relation to the total number of objects in the catalogue. It has three ways of showing this; either:

    Ratio : Shows "x / y", where x is encountered number and y is total  
    Percentile: Shows "x%", where x is encountered number / total
    Raw: Shows "x", where x is encountered number

Screenshot (taken from Item & Skills Catalogue (http://rmrk.net/index.php/topic,34377.0.html)):
(http://img8.imageshack.us/img8/5862/encounterratio.th.png) (http://img8.imageshack.us/i/encounterratio.png/)

Code: [Select]
#==============================================================================
#    Show Encountered Ratio
#      Addon for Catalogue Base
#    Version: 1.1
#    Author: modern algebra
#    Date: October 6, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This is an addon for the Catalogue Base script, and it will show a small
#   encounters window next to the description window, showing how many of the
#   catalogue's objects are visible with relation to the total number of
#   objects in the catalogue. It has three ways of showing this; either:
#
#      Ratio : Shows "x / y", where x is encountered number and y is total
#      Percentile: Shows "x%", where x is encountered number / total
#      Raw: Shows "x", where x is encountered number
#
#   You can set which of these you want on line 39. You can also set which
#  types of catalogues you want to show encounter ratio for on line 42
#==============================================================================

#==============================================================================
# ** Catalogue_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - show_ratio?
#==============================================================================

class Catalogue_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * CONSTANTS
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # Draw Ratio Type discerns the form which the encounter ration takes.
  #  0 => Ratio. Shows "x / y", where x is encountered number and y is total
  #  1 => Percentile. Shows "x%", where x is encountered number / total
  #  2 => Raw. Shows "x", where x is encountered number
  DRAW_RATIO_TYPE = 1
  # In this array, put the types of catalogues that will show the ratio. If
  # Catalogue_Base is included, it will show up for all catalogues.
  RATIOSHOW_CATALOGUE_TYPES = [Catalogue_Base]
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Show Ratio Check
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def show_ratio?
    RATIOSHOW_CATALOGUE_TYPES.each { |c| return true if self.is_a? (c) }
    return false
  end
end

#==============================================================================
# ** Window Encountered Ratio
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This window shows how many monsters in this catalogue have been encountered
#==============================================================================

class Window_EncounterRatio < Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize (catalogue)
    super (Graphics.width - 128, Graphics.height - WLH - 32, 128, 32 + WLH)
    encountered, total = catalogue.visible_objects.size, catalogue.objects.size
    draw_type = Catalogue_Base::DRAW_RATIO_TYPE
    if draw_type == 0 # Draw Ratio
      tw = contents.text_size ("#{encountered}/#{total}").width
      if tw < contents.width # If room, draw both encountered and total
        contents.font.color = encountered == total ? system_color : normal_color
        x = (contents.width - tw) / 2
        contents.draw_text (x, 0, tw, WLH, encountered.to_s)
        contents.font.color = system_color
        contents.draw_text (x, 0, tw, WLH, "/" + total.to_s, 2)
      else # Only draw encountered
        draw_type = 2
      end
    end
    if draw_type == 1
      percent = total > 0 ? (encountered*100) / total : 100
      contents.font.color = encountered == total ? system_color : normal_color
      contents.draw_text (0, 0, contents.width, WLH, percent.to_s + "%", 1)
    end
    if draw_type == 2 # Only Draw Encountered
      contents.font.color = encountered == total ? system_color : normal_color
      contents.draw_text (0, 0, contents.width, WLH, encountered.to_s, 1)
    end
  end
end

#==============================================================================
# ** Scene Catalogue
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new window - Window_EncounterRatio
#    aliased methods - create_help_window, terminate
#==============================================================================

class Scene_Catalogue
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mdrnalbra_catencountrto_adon_crthlp_5hz2 create_help_window
  def create_help_window (x, y, width, *args)
    width -= 128 if @catalogue.show_ratio?
    mdrnalbra_catencountrto_adon_crthlp_5hz2 (x, y, width, *args) # Run Original Method
    @encounter_window = Window_EncounterRatio.new (@catalogue) if @catalogue.show_ratio?
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Termination Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modalgba_encntrratio_trmnate_1kv3 terminate
  def terminate (*args)
    modalgba_encntrratio_trmnate_1kv3 (*args) # Run Original Method
    @encounter_window.dispose unless @encounter_window.nil? || @encounter_window.disposed?
  end
end
Title: Re: Catalogue Base
Post by: modern algebra on October 06, 2009, 01:25:07 PM
I updated the script for an easier way to modify the size of windows in the scene, making for the possibility of a much more dynamic design for the purpose of addons and special scripts.

It still works with all currently existing catalogue scripts.
Title: Re: Catalogue Base
Post by: Sebastian Cool ^-^ on November 09, 2009, 08:41:02 PM
 Cool Script!! :?:terra::?
Title: Re: Catalogue Base
Post by: Dec5952 on August 01, 2010, 06:52:15 PM
Whenever i copy the script from the thing into rpg maker vx it always shows up on one line instead of like 127 lines is there a way to fix this or will i have to just sort it out on my own.
Title: Re: Catalogue Base
Post by: cozziekuns on August 01, 2010, 06:53:22 PM
SMF 2.0 codeboxes are not compatible with Internet Explorer.
Title: Re: Catalogue Base
Post by: GamerIndonesia on June 17, 2011, 08:47:51 PM
Excusme ,i got a stack in line 256 ,System Stack Error ,how can i fix that ?
Title: Re: Catalogue Base
Post by: thanatos2k1 on October 16, 2011, 04:31:53 AM
Can you tell me how to make it look like this?

(http://i53.tinypic.com/6ius7k.png)

The window should be called by talking to an NPC, the names on the left should be selectable,
and the biography should be formatted nicely.  I saw a biography script like this but it only worked for actors.  Ideally I would like it to be user friendly where I can plug in information, and the names should only be displayed after a certain variable is reached such as

if $game.variable[16] = 32 then display these names:
Ralph
King Greyhem
Hiro

if $game.variable[16] = 33 then display these names:
Ralph
King Greyhem
Hiro
Kefka

if $game.variable[16] = 32 then display these names:
Ralph
King Greyhem
Hiro
Ulrika
Kefka

and so on.. I would appreciate if you could help so much, Id even pay ya. I really want this. Thanks for reading.
Title: Re: Catalogue Base
Post by: thanatos2k1 on October 19, 2011, 06:09:20 PM
If you can do this I would appreciate it, I can pay you if you'd like. :D