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DT's Difficulty

Started by DoctorTodd, June 25, 2012, 10:41:52 PM

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DoctorTodd

DT's Difficulty
Version: 1.0.0
Author: DoctorTodd
Date: 6/25/2012

Version History




  • Version 1.0.0  2012/6/25 - Original Release

Planned Future Versions


  • You tell me!

Description



Lets the player select the games difficulty.

Features


  • Option to add to menu.
  • Pick between easy, normal, heroic, and hard.

Screenshots


Instructions

Paste above main.
Call using SceneManager.call(Scene_Difficulty)

Script




#===============================================================================
#
# DT's Difficulty
# Author: DoctorTodd
# Date (06/24/2012)
# Version: (1.0.0) (VXA)
# Level: (Medium)
# Email: Todd@beacongames.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace.
#        2)A difficulty must be selected before the first battle or the game WILL
#        CRASH.
#
#===============================================================================
#
# Description: Lets the player select the games difficulty.
#
# Credits: Me (DoctorTodd), D&P3 for saving bug fix.
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Free for any use as long as I'm credited.
#
#===============================================================================
#
# Editing begins 38 and ends on 71.
#
#===============================================================================
module TODDDIFFICULTY

  #Easy Text.
  EASYT = "Easy"

  #Normal Text.
  NORMALT = "Normal"

  #Heroic Text.
  HEROICT = "Heroic"

  #Hard Text.
  HARDT = "Hard"

  #Easy enemy parameters multiplier.
  EASYM = 0.5

  #Heroic enemy parameters multiplier (Normal is skipped since it's what put
  #you into the database).
  HEROICM = 1.5

  #Hard enemy parameters multiplier.
  HARDM = 2

  #The text above where the selection is made.
  TEXT = "Please select a difficulty:"

  #Menu command?
  MENU = true

  #Sound effect to play when difficulty is selected.
  SE = "Darkness8"

  #Switch to allow cancelling the difficulty selection.
  #MUST NOT BE ON WHEN SELECTING FOR THE FIRST TIME.
  SWITCH = 5

end
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It used within the Game_Troop class
# ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Get Base Value of Parameter
  #--------------------------------------------------------------------------
  alias todd_difficulty_gmen_param_base param_base
  def param_base(param_id, *args)
  n1 = todd_difficulty_gmen_param_base(param_id, *args)
  n2 = case $game_system.todd_difficulty
  when 0 then TODDDIFFICULTY::EASYM
  when 1 then 1
  when 2 then TODDDIFFICULTY::HEROICM
  when 3 then TODDDIFFICULTY::HARDM
  end
  return n1 * n2
end
end


#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles system data. It saves the disable state of saving and
# menus. Instances of this class are referenced by $game_system.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :todd_difficulty            # save forbidden
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias todd_difficulty_gamesystem_init initialize
  def initialize
    @todd_difficulty = 0
    todd_difficulty_gamesystem_init
  end
end

#==============================================================================
# ** Window_DifficultySelection
#==============================================================================

class Window_DifficultySelection < Window_HorzCommand
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0)
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width/2 + 20
  end
  #--------------------------------------------------------------------------
  # * Get Digit Count
  #--------------------------------------------------------------------------
  def col_max
    return 4
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    add_command(TODDDIFFICULTY::EASYT,     :easy)
    add_command(TODDDIFFICULTY::NORMALT,   :normal)
    add_command(TODDDIFFICULTY::HEROICT,    :heroic)
    add_command(TODDDIFFICULTY::HARDT, :hard)
  end
end
#==============================================================================
# ** Window_DifficultyName
#==============================================================================

class Window_DifficultyName < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, window_width, fitting_height(1))
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return Graphics.width/2 + 20
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_text(15, -27, 400, 80, TODDDIFFICULTY::TEXT)
  end
end
#==============================================================================
# ** Scene_Difficulty
#==============================================================================

class Scene_Difficulty < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    super
    create_command_window
    create_name_window
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_DifficultySelection.new
    @command_window.set_handler(:easy,      method(:command_easy))
    @command_window.set_handler(:normal,     method(:command_normal))
    @command_window.set_handler(:heroic,     method(:command_heroic))
    @command_window.set_handler(:hard,    method(:command_hard))
    @command_window.set_handler(:cancel,    method(:return_scene))if $game_switches[TODDDIFFICULTY::SWITCH] == true
    @command_window.x = Graphics.width/2 - 170
    @command_window.y = Graphics.height/2 - 50
  end
  #--------------------------------------------------------------------------
  # * Create Difficulty Window
  #--------------------------------------------------------------------------
  def create_name_window
    @name_window = Window_DifficultyName.new
    @name_window.x = Graphics.width/2 - 170
    @name_window.y = Graphics.height/2 - 97
  end
  #--------------------------------------------------------------------------
  # * [easy] Command
  #--------------------------------------------------------------------------
  def command_easy
    $game_system.todd_difficulty = 0
    Audio.se_play("Audio/SE/" + TODDDIFFICULTY::SE, 100, 100)
    return_scene
   end
  #--------------------------------------------------------------------------
  # * [normal] Command
  #--------------------------------------------------------------------------
  def command_normal
    $game_system.todd_difficulty = 1
    Audio.se_play("Audio/SE/" + TODDDIFFICULTY::SE, 100, 100)
    return_scene
   end
  #--------------------------------------------------------------------------
  # * [heroic] Command
  #--------------------------------------------------------------------------
  def command_heroic
    $game_system.todd_difficulty = 2
      Audio.se_play("Audio/SE/" + TODDDIFFICULTY::SE, 100, 100)
    return_scene
   end
  #--------------------------------------------------------------------------
  # * [hard] Command
  #--------------------------------------------------------------------------
  def command_hard
    $game_system.todd_difficulty = 3
        Audio.se_play("Audio/SE/" + TODDDIFFICULTY::SE, 100, 100)
    return_scene
   end
end
if TODDDIFFICULTY::MENU == true
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  alias todd_dif_menu_add_menu_command create_command_window
  def create_command_window
    todd_dif_menu_add_menu_command
    @command_window.set_handler(:dif,      method(:command_dif))
  end
end
  #--------------------------------------------------------------------------
  # * [Difficulty] Command
  #--------------------------------------------------------------------------
  def command_dif
  SceneManager.call(Scene_Difficulty)
  end
end

if TODDDIFFICULTY::MENU == true
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================

class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  alias todd_dif_menu_command_add_to_menu add_main_commands
  def add_main_commands
     todd_dif_menu_command_add_to_menu
    add_command("Difficulty",   :dif,   main_commands_enabled)
  end
end
end




Credit/Thanks




  • DoctorTodd
  • D&P3 for saving bug fix.

Support



Post here for quickest support, or send an email to Todd@beacongames.com.

Known Compatibility Issues

This script is incompatible with every ABS (Sapphire, XAS, ect... ).

Author's Notes



This is actually my second attempt at a script like this, a few months ago I tried to modify the enemy parameters in Game_Battler and I kept getting an error so I quit. I just now realized that it would have also modified the actors, making the entire script completely pointless.

Restrictions

Check the header of the script.

Wiimeiser

How could this work with Yanfly's Enemy Levels and System Game Options? Maybe add an option to change levels rather than stat? Also I'd swap Hard and Heroic(at least in name, Heroic sounds way harder). Just sayin'.

DoctorTodd

System options, yes. Enemy levels, May be. I chose the names based upon halo 3 (except for hard). Either way you get to customize the name.

Revtattertot

This script seems really good for like a Touhou game, don't you think?
Link to my game is here.
http://rmrk.net/index.php/topic,45507.0.html
Feedback will be nice to get, constructive or otherwise.

DoctorTodd

I've never played one, so may be.  :)

pacdiggity

Just looked through a bit of your code, and while I do say that there's nothing wrong with what you've done, there are more efficient and safer ways for what you've done. Mainly, the core adjustment made with this script, the Game_Enemy#param_base method you overwrote. You may have thought about how to alias this method, and there's nothing wrong with not seeing it; it's not as clear as most methods are.

class Game_Enemy < Game_Battler
  alias todd_difficulty_gmen_param_base param_base
  def param_base(param_id, *args)
  n1 = todd_difficulty_gmen_param_base(param_id, *args)
  n2 = case $difficulty
  when 0 then TODDDIFFICULTY::EASYM
  when 1 then 1
  when 2 then TODDDIFFICULTY::HEROICM
  when 3 then TODDDIFFICULTY::HARDM
  end
  return n1 * n2
end
end


Would be the way I'd do it. There's nothing necessarily wrong with the way you've done it, I'm simply paranoid about overwriting methods.
it's like a metaphor or something i don't know

Wiimeiser

I also noticed there's no way to call the scene... Unless I'm missing something?

pacdiggity

You can call the scene with Scene_Difficulty.new in a script call, and there is also an option to include it in the main menu.
it's like a metaphor or something i don't know

DoctorTodd

@Pacman Alright I'll check to make sure there's a safer way next time.

@Wiimeiser What Pacman said, I'll update the topic to include it.

D&P3

Seems like a good idea :)

I've got suggestion to allow changing the battle theme depending on which difficulty is selected :D
Of course that's only if the creator actually wants to allow the battle theme to be changed.
All of my scripts are totally free to use for commercial use. You don't need to ask me for permission. I'm too lazy to update every single script post I ever made with this addendum. So ignore whatever "rule" I posted there. :)

All scripts can be found at: https://pastebin.com/u/diamondandplatinum3

DoctorTodd

#10
I can probably add that feature today.  :)

I may do it tomorrow, I tried it today and this happened.  :P

D&P3

#11
Whoa, that's no good :-\

I don't work with VXA, is it the same method when changing the battle theme?



Actually this reminds me of someone at my Uni who constantly manages to crash visual studio, not memory leaks, but actually breaks the program.
It's become a usual thing to blame him whenever something goes wrong on anyone's game :P
All of my scripts are totally free to use for commercial use. You don't need to ask me for permission. I'm too lazy to update every single script post I ever made with this addendum. So ignore whatever "rule" I posted there. :)

All scripts can be found at: https://pastebin.com/u/diamondandplatinum3

Wiimeiser

What maker do you use?

DoctorTodd

lol  ;D

I forgot about working on this, I'll try to release the new version this week.

DoctorTodd

I still haven't done the battle themes yet, I've been busy. I don't know when I can get to it, sorry. Any way this script is incompatible with every ABS (Sapphire, XAS, ect... ). You can run the game but you will not be able to load.

Helladen

I like KGC's difficulty script better, too bad someone doesn't convert it to Ace.

username78

When I use the the script call Scene_Difficulty.new, it doesn't call the screen up. I know you can have it in the menu (which I plan to) but I want to make it so you choose at the very beginning and the screen won't come up. Can anyone help me with this?

DoctorTodd

SceneManager.call(Scene_Difficulty)

username78


username78

Unfortunatly, I seem to have run into another problem. Let's say I pick a difficulty (it doesn't matter in this case) and I walk around, get into fights and it works fine. I save and then load the fine, get into a fight and again, it works fine. But when I completely close the game, load a file and go into a battle, the game crashes. I know why it crashes. The error is the error when a difficulty has not been chosen which leads to me to the question for this script to work, does the difficulty have to be chosen every time the game is opened? I can't seem to find a solution to this (it crashes every time) so if you could help me out I would really appreciate it.
Thank you

DoctorTodd

I managed to recreate the problem, I'll try to fix it tomorrow since I have to head to bed.

username78

Thanks for helping with this.

DoctorTodd

Sorry I wasn't able to try and fix it today, I'm been pretty busy but I may be able to fix it this week.

username78

No problem, take your time!

DoctorTodd

I'm sorry for making you wait so long, here's a fixed version.
Turns out all I had to do was add $difficulty = $difficulty to battle manager.
#===============================================================================
#
# DT's Difficulty
# Author: DoctorTodd
# Date (06/24/2012)
# Version: (1.0.0) (VXA)
# Level: (Medium)
# Email: Todd@beacongames.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace.
#        2)A difficulty must be selected before the first battle or the game WILL
#        CRASH.
#
#===============================================================================
#
# Description: Lets the player select the games difficulty.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Free for any use as long as I'm credited.
#
#===============================================================================
#
# Editing begins 38 and ends on 71.
#
#===============================================================================
module TODDDIFFICULTY

  #Easy Text.
  EASYT = "Easy"

  #Normal Text.
  NORMALT = "Normal"

  #Heroic Text.
  HEROICT = "Heroic"

  #Hard Text.
  HARDT = "Hard"

  #Easy enemy parameters multiplier.
  EASYM = 0.5

  #Heroic enemy parameters multiplier (Normal is skipped since it's what put
  #you into the database).
  HEROICM = 1.5

  #Hard enemy parameters multiplier.
  HARDM = 2

  #The text above where the selection is made.
  TEXT = "Please select a difficulty:"

  #Menu command?
  MENU = true

  #Sound effect to play when difficulty is selected.
  SE = "Darkness8"

  #Switch to allow cancelling the difficulty selection.
  #MUST NOT BE ON WHEN SELECTING FOR THE FIRST TIME.
  SWITCH = 5

end
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It used within the Game_Troop class
# ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Get Base Value of Parameter
  #--------------------------------------------------------------------------
  def param_base(param_id)
  case $difficulty
  when 0
  enemy.params[param_id] * TODDDIFFICULTY::EASYM
  when 1
  enemy.params[param_id]
  when 2
  enemy.params[param_id] * TODDDIFFICULTY::HEROICM
  when 3
  enemy.params[param_id] * TODDDIFFICULTY::HARDM
  else
  enemy.params[param_id]
  end
end
end
#==============================================================================
# ** BattleManager
#------------------------------------------------------------------------------
#  This module manages battle progress.
#==============================================================================

module BattleManager
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------
  def self.setup(troop_id, can_escape = true, can_lose = false)
    init_members
    $difficulty = $difficulty
    $game_troop.setup(troop_id)
    @can_escape = can_escape
    @can_lose = can_lose
    make_escape_ratio
  end
end
#==============================================================================
# ** Window_DifficultySelection
#==============================================================================

class Window_DifficultySelection < Window_HorzCommand
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0)
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    Graphics.width/2 + 20
  end
  #--------------------------------------------------------------------------
  # * Get Digit Count
  #--------------------------------------------------------------------------
  def col_max
    return 4
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
    add_command(TODDDIFFICULTY::EASYT,     :easy)
    add_command(TODDDIFFICULTY::NORMALT,   :normal)
    add_command(TODDDIFFICULTY::HEROICT,    :heroic)
    add_command(TODDDIFFICULTY::HARDT, :hard)
  end
end
#==============================================================================
# ** Window_DifficultyName
#==============================================================================

class Window_DifficultyName < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, window_width, fitting_height(1))
    refresh
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
    return Graphics.width/2 + 20
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_text(15, -27, 400, 80, TODDDIFFICULTY::TEXT)
  end
end
#==============================================================================
# ** Scene_Difficulty
#==============================================================================

class Scene_Difficulty < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Start Processing
  #--------------------------------------------------------------------------
  def start
    super
    create_command_window
    create_name_window
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_DifficultySelection.new
    @command_window.set_handler(:easy,      method(:command_easy))
    @command_window.set_handler(:normal,     method(:command_normal))
    @command_window.set_handler(:heroic,     method(:command_heroic))
    @command_window.set_handler(:hard,    method(:command_hard))
    @command_window.set_handler(:cancel,    method(:return_scene))if $game_switches[TODDDIFFICULTY::SWITCH] == true
    @command_window.x = Graphics.width/2 - 170
    @command_window.y = Graphics.height/2 - 50
  end
  #--------------------------------------------------------------------------
  # * Create Difficulty Window
  #--------------------------------------------------------------------------
  def create_name_window
    @name_window = Window_DifficultyName.new
    @name_window.x = Graphics.width/2 - 170
    @name_window.y = Graphics.height/2 - 97
  end
  #--------------------------------------------------------------------------
  # * [easy] Command
  #--------------------------------------------------------------------------
  def command_easy
    $difficulty = 0
    Audio.se_play("Audio/SE/" + TODDDIFFICULTY::SE, 100, 100)
    return_scene
   end
  #--------------------------------------------------------------------------
  # * [normal] Command
  #--------------------------------------------------------------------------
  def command_normal
    $difficulty = 1
    Audio.se_play("Audio/SE/" + TODDDIFFICULTY::SE, 100, 100)
    return_scene
   end
  #--------------------------------------------------------------------------
  # * [heroic] Command
  #--------------------------------------------------------------------------
  def command_heroic
    $difficulty = 2
      Audio.se_play("Audio/SE/" + TODDDIFFICULTY::SE, 100, 100)
    return_scene
   end
  #--------------------------------------------------------------------------
  # * [hard] Command
  #--------------------------------------------------------------------------
  def command_hard
    $difficulty = 3
        Audio.se_play("Audio/SE/" + TODDDIFFICULTY::SE, 100, 100)
    return_scene
   end
end
if TODDDIFFICULTY::MENU == true
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  alias todd_dif_menu_add_menu_command create_command_window
  def create_command_window
    todd_dif_menu_add_menu_command
    @command_window.set_handler(:dif,      method(:command_dif))
  end
end
  #--------------------------------------------------------------------------
  # * [Difficulty] Command
  #--------------------------------------------------------------------------
  def command_dif
  SceneManager.call(Scene_Difficulty)
  end
end

if TODDDIFFICULTY::MENU == true
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================

class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  alias todd_dif_menu_command_add_to_menu add_main_commands
  def add_main_commands
     todd_dif_menu_command_add_to_menu
    add_command("Difficulty",   :dif,   main_commands_enabled)
  end
end
end