RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Need a script edited

0 Members and 1 Guest are viewing this topic.

****
Rep:
Level 88
Back with RMVX!
I need this script edited so that it covers the entire screen and does not show the map behind it:
Code: [Select]
#==============================================================================
# ? Bestiary
#------------------------------------------------------------------------------
# Created by Momomo
# Modified by Thousand Dragoon Link
#==============================================================================

module Enemy_Book_Config
 DROP_ITEM_NEED_ANALYZE = false
 EVA_NAME = "Evasion"             
 SHOW_COMPLETE_TYPE = 3         
                         
end

class Game_Temp
 attr_accessor :enemy_book_data
 alias temp_enemy_book_data_initialize initialize
 def initialize
   temp_enemy_book_data_initialize
   @enemy_book_data = Data_MonsterBook.new
 end
end

class Game_Party
 attr_accessor :enemy_info           
 #--------------------------------------------------------------------------
 alias book_info_initialize initialize
 def initialize
   book_info_initialize
   @enemy_info = {}
 end
 #--------------------------------------------------------------------------
 def add_enemy_info(enemy_id, type = 0)
   case type
   when 0
     if @enemy_info[enemy_id] == 2
       return false
     end
     @enemy_info[enemy_id] = 1
   when 1
     @enemy_info[enemy_id] = 2
   when -1
     @enemy_info[enemy_id] = 0
   end
 end
 #--------------------------------------------------------------------------
 def enemy_book_max
   return $game_temp.enemy_book_data.id_data.size - 1
 end
 #--------------------------------------------------------------------------
 def enemy_book_now
   now_enemy_info = @enemy_info.keys
   no_add = $game_temp.enemy_book_data.no_add_element
   new_enemy_info = []
   for i in now_enemy_info
     enemy = $data_enemies[i]
     next if enemy.name == ""
     if enemy.element_ranks[no_add] == 1
       next
     end
     new_enemy_info.push(enemy.id)
   end
   return new_enemy_info.size
 end
 #--------------------------------------------------------------------------
 def enemy_book_complete_percentage
   e_max = enemy_book_max.to_f
   e_now = enemy_book_now.to_f
   comp = e_now / e_max * 100
   return comp.truncate
 end
end

class Interpreter
 def enemy_book_max
   return $game_party.enemy_book_max
 end
 def enemy_book_now
   return $game_party.enemy_book_now
 end
 def enemy_book_comp
   return $game_party.enemy_book_complete_percentage
 end
end

class Scene_Battle
 alias add_enemy_info_start_phase5 start_phase5
 def start_phase5
   for enemy in $game_troop.enemies
     unless enemy.hidden
       $game_party.add_enemy_info(enemy.id, 0)
     end
   end
   add_enemy_info_start_phase5
 end
end

class Window_Base < Window
 #--------------------------------------------------------------------------
 def draw_enemy_drop_item(enemy, x, y)
   self.contents.font.color = normal_color
   treasures = []
   if enemy.item_id > 0
     treasures.push($data_items[enemy.item_id])
   end
   if enemy.weapon_id > 0
     treasures.push($data_weapons[enemy.weapon_id])
   end
   if enemy.armor_id > 0
     treasures.push($data_armors[enemy.armor_id])
   end
   if treasures.size > 0
     item = treasures[0]
     bitmap = RPG::Cache.icon(item.icon_name)
     opacity = 255
     self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
     name = treasures[0].name
   else
     self.contents.font.color = disabled_color
     name = "No Item"
   end
   self.contents.draw_text(x+28, y, 212, 32, name)
 end
 #--------------------------------------------------------------------------
 def draw_actor_hp2(actor, x, y, width = 144)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
    if width - 32 >= 108
      hp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      hp_x = x + width - 48
      flag = false
    end
    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)
    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 + 84, y, 48, 32, actor.maxhp.to_s)
    end
  end
  #--------------------------------------------------------------------------
  def draw_actor_sp2(actor, x, y, width = 144)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
    if width - 32 >= 108
      sp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      sp_x = x + width - 48
      flag = false
    end
    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)
    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 + 84, y, 48, 32, actor.maxsp.to_s)
    end
  end
 #--------------------------------------------------------------------------
 def draw_enemy_book_id(enemy, x, y)
   self.contents.font.color = normal_color
   id = $game_temp.enemy_book_data.id_data.index(enemy.id)
   self.contents.draw_text(x, y, 32, 32, id.to_s)
 end
 #--------------------------------------------------------------------------
 def draw_enemy_name(enemy, x, y)
   self.contents.font.color = normal_color
   self.contents.draw_text(x, y, 152, 32, enemy.name)
 end
 #--------------------------------------------------------------------------
 def draw_enemy_graphic(enemy, x, y, opacity = 255)
   bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
   cw = bitmap.width
   ch = bitmap.height
   src_rect = Rect.new(0, 0, cw, ch)
   x = x + (cw / 2 - x) if cw / 2 > x
   self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
 end
 #--------------------------------------------------------------------------
 def draw_enemy_exp(enemy, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 120, 32, "EXP")
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2)
 end
 #--------------------------------------------------------------------------
 def draw_enemy_gold(enemy, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 120, 32, $data_system.words.gold)
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2)
 end
end

class Game_Enemy_Book < Game_Enemy
 #--------------------------------------------------------------------------
 def initialize(enemy_id)
   super(2, 1)
   @enemy_id = enemy_id
   enemy = $data_enemies[@enemy_id]
   @battler_name = enemy.battler_name
   @battler_hue = enemy.battler_hue
   @hp = maxhp
   @sp = maxsp
 end
end

class Data_MonsterBook
 attr_reader :id_data
 #--------------------------------------------------------------------------
 def initialize
   @id_data = enemy_book_id_set
 end
 #--------------------------------------------------------------------------
 def no_add_element
   no_add = 0
   for i in 1...$data_system.elements.size
     if $data_system.elements[i] =~ /??????/
       no_add = i
       break
     end
   end
   return no_add
 end
 #--------------------------------------------------------------------------
 def enemy_book_id_set
   data = [0]
   no_add = no_add_element
   for i in 1...$data_enemies.size
     enemy = $data_enemies[i]
     next if enemy.name == ""
     if enemy.element_ranks[no_add] == 1
       next
     end
     data.push(enemy.id)
   end
   return data
 end
end


class Window_MonsterBook < Window_Selectable
 attr_reader   :data
 #--------------------------------------------------------------------------
 def initialize(index=0)
   super(0, 64, 576, 352)
   @column_max = 2
   @book_data = $game_temp.enemy_book_data
   @data = @book_data.id_data.dup
   @data.shift
   #@data.sort!
   @item_max = @data.size
   self.index = 0
   refresh if @item_max > 0
 end
 #--------------------------------------------------------------------------
 def data_set
   data = $game_party.enemy_info.keys
   data.sort!
   newdata = []
   for i in data
     next if $game_party.enemy_info[i] == 0
     if book_id(i) != nil
       newdata.push(i)
     end
   end
   return newdata
 end
 #--------------------------------------------------------------------------
 def show?(id)
   if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil
     return false
   else
     return true
   end
 end
 #--------------------------------------------------------------------------
 def book_id(id)
   return @book_data.index(id)
 end
 #--------------------------------------------------------------------------
 def item
   return @data[self.index]
 end
 #--------------------------------------------------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   self.contents = Bitmap.new(width - 32, row_max * 32)
   self.contents.font.name= $fontface
   self.contents.font.size= 20
   if @item_max > 0
     for i in 0...@item_max
      draw_item(i)
     end
   end
 end
 #--------------------------------------------------------------------------
 def draw_item(index)
   enemy = $data_enemies[@data[index]]
   return if enemy == nil
   x = 4 + index % 2 * (256 + 32)
   y = index / 2 * 32
   rect = Rect.new(x, y, self.width / @column_max - 32, 32)
   self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
   self.contents.font.color = normal_color
   draw_enemy_book_id(enemy, x, y)
   if show?(enemy.id)
     self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0)
   else
     self.contents.draw_text(x + 28+16, y, 212, 32, "????????????????", 0)
     return
   end
   if analyze?(@data[index])
     self.contents.font.color = text_color(3)
     self.contents.draw_text(x + 256, y, 24, 32, "?", 2)
   end
 end
 #--------------------------------------------------------------------------
 def analyze?(enemy_id)
   if $game_party.enemy_info[enemy_id] == 2
     return true
   else
     return false
   end
 end
end


class Window_MonsterBook_Info < Window_Base
 include Enemy_Book_Config
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0+64, 576, 416-64)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.contents.font.name= $fontface
   self.contents.font.size= 20
 end
 #--------------------------------------------------------------------------
 def refresh(enemy_id)
   self.contents.clear
   enemy = Game_Enemy_Book.new(enemy_id)
   draw_enemy_graphic(enemy, 0, 240+48, 200)
   draw_enemy_book_id(enemy, 4, 0)
   draw_enemy_name(enemy, 48, 0)
   draw_actor_hp2(enemy, 227, 0)
   draw_actor_sp2(enemy, 227+160, 0)
draw_actor_parameter(enemy, 227    ,  32, 0)
   self.contents.font.color = normal_color
   draw_actor_parameter(enemy, 288+100, 32, 7)
   draw_actor_parameter(enemy, 227    ,  64, 3)
   draw_actor_parameter(enemy, 288+100,  64, 4)
   draw_actor_parameter(enemy, 227    ,  96, 5)
   draw_actor_parameter(enemy, 288+100,  96, 6)
   draw_actor_parameter(enemy, 227    , 128, 1)
   draw_actor_parameter(enemy, 288+100, 128, 2)
   draw_enemy_exp(enemy, 227, 160)
   draw_enemy_gold(enemy, 227+160, 160)
   if analyze?(enemy.id) or !DROP_ITEM_NEED_ANALYZE
     self.contents.draw_text(260, 192, 96, 32, "Drop Item")
     draw_enemy_drop_item(enemy, 288+96+4, 192)
     self.contents.font.color = normal_color
     #draw_element_guard(enemy, 320-32, 160-16+96)
   end
 end
 #--------------------------------------------------------------------------
 def analyze?(enemy_id)
   if $game_party.enemy_info[enemy_id] == 2
     return true
   else
     return false
   end
 end
end
#==============================================================================
# END BESTIARY
I also need to know how to call the script. Thanks in advance.
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
To be honest, I have no idea. The newly created windows classes in the script are nowhere being loaded. Are you sure, this it THE WHOLE script?

Anyways, if you don't want to bother around with that, you can always use mine:

http://rmrk.net/index.php/topic,7194.0.html

If you want to use mine, you only need to change this line

Code: [Select]
super(0, 0, 576, 416)

to this one:

Code: [Select]
super(0, 0, 640, 480)

Somewhere close to the end of the script remove these parts:

Code: [Select]
    if Input.trigger?(Input::A) or Input.trigger?(Input::C)
      Graphics.freeze
      $game_system.se_play($data_system.cursor_se)
      case @beast_window.mode
      when 0
        @beast_window.back_opacity = 128
      when 1
        @beast_window.opacity = 0
      when 2
        @beast_window.opacity = 255
        @beast_window.back_opacity = 255
      end
      @beast_window.switch_mode
      Graphics.transition(5)
    end

Code: [Select]
@spriteset = Spriteset_Map.new

and

Code: [Select]
@spriteset.dispose

And it will work like you wanted Momomo's one in the first place.
Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.


Get DropBox, the best free file syncing service there is!

****
Rep:
Level 88
Back with RMVX!
Actually, it was part of a CMS I found. I only wanted the bestiary though. I'll probably use yours, I was using it to begin with, but I found a few things I didn't like, the size being the main one. How do I make it so that the player can't change the opasity on yours?
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
This here:

Somewhere close to the end of the script remove these parts:

Code: [Select]
    if Input.trigger?(Input::A) or Input.trigger?(Input::C)
      Graphics.freeze
      $game_system.se_play($data_system.cursor_se)
      case @beast_window.mode
      when 0
        @beast_window.back_opacity = 128
      when 1
        @beast_window.opacity = 0
      when 2
        @beast_window.opacity = 255
        @beast_window.back_opacity = 255
      end
      @beast_window.switch_mode
      Graphics.transition(5)
    end

Code: [Select]
@spriteset = Spriteset_Map.new

and

Code: [Select]
@spriteset.dispose
Get King of Booze for Android, for iOS, for OUYA or for Windows!
Visit our website.
You can also love/hate us on Facebook or the game itself.


Get DropBox, the best free file syncing service there is!