Changelog# v1.00e(GMT 1300 19-9-2015): |
# 1. Fixed lacking the spriteset viewport reader and iconset loader bug |
# 2. Further increased this script's compatibility |
# v1.00d(GMT 0800 16-9-2015): |
# 1. Fixed duplicate actor sprite creations at the start of battles bug |
# 2. Increased this script's compatibility and readability |
# v1.00c(GMT 1500 14-4-2015): |
# 1. Improved this script's robustness |
# v1.00b(GMT 1100 11-4-2015): |
# 1. Fixed the state remaining turn display bug when a state's reapplied |
# v1.00a(GMT 0900 11-4-2015): |
# 1. 1st version of this script finished |
AuthorsDoubleX
CreditsDoubleX(Optional)
PurposeDisplays the state icons with remaining turns on their battler sprites
Configurations # Sets if this script needs to create the actor sprites at the start of
# battles
# This script won't display the actor sprites by itself
# It should be set as false if other custom scripts already do that
# It can't be changed once set
# Example: To use this script to create the actor sprites at the start of
# battles, set this as true
CREATE_ACTOR_SPRITE = false
# Sets if the state icons are displayed for actor sprites as well
# It only works with scripts supporting actor sprite displays in battles
# It's used at:
# 1. Game_Battler
# - return nil unless enemy? || #{ACTOR_SPRITE} in
# state_counters_battler_sprite
# 2. Sprite_Battler
# - @state_counters = {} if @battler && (@battler.enemy? ||
# #{ACTOR_SPRITE}) in initialize
# - return unless @battler && (@battler.enemy? || #{ACTOR_SPRITE}) in
# create_state_counter
# Example: To display the state icon for actor sprites as well, set this
# as "true"
ACTOR_SPRITE = "false"
# Sets the state icon xy offsets from its battler sprite
# It's used at:
# 1. State_Counter_Sprite
# - xy_offset = #{XY_OFFSET} in update_pos
# The state priority index can be referneced by @index
# It must return an array of real numbers and should return an array of
# integers
# Example: To set the state icon xy offsets as the value of
# variables with id a and b respectively, set this as
# "[$game_variables[a], $game_variables[b]]"
XY_OFFSET = "[24 * (@index % 2 - 0.5), -24 * (@index / 2) - 20]"
# Sets the state icon z position
# It's used at:
# 1. State_Counter_Sprite
# - z_pos = #{Z} in update_pos
# It must return a non-negative real number and should return a
# non-negative integer
# Example: To set the state icon z position as the value of variable
# with id x, set this as "$game_variables[x]"
Z = "125"
# Sets the state remaining turn text color
# It's used at:
# 1. State_Counter_Sprite
# - color = #{TEXT_COLOR} in update_text_font
# It must return a color
# Example: To set the state remaining turn text color's rgba values as r,
# g, b and a, set this as "Color.new(r, g, b, a)"
TEXT_COLOR = "Color.new(0, 0, 0, 255)"
# Sets the state remaining turn text size
# It's used at:
# 1. State_Counter_Sprite
# - size = #{TEXT_SIZE} in update_text_font
# It must return a positive real number and should return a natural number
# Example: To set the state remaining turn text size as the value of
# variable with id x, set this as "$game_variables[x]"
TEXT_SIZE = "16"
# Sets the state remaining turn text x and y positions
# It's used at:
# 1. State_Counter_Sprite
# - text_xy = #{TEXT_XY} in update_turn
# It must return an array of real numbers and should return an array of
# integers
# Example: To set the state remaining turn text x and y positions as the
# value of variables with id a and b respectively, set this as
# "[$game_variables[a], $game_variables[b]]"
TEXT_XY = "[12, 0]"
Games using this scriptNone so far
Videohttps://www.youtube.com/watch?v=OvHTKCncFsU&feature=youtu.bePrerequisitesAbilities:
1. Some RGSS3 scripting proficiency to fully utilize this script
Terms Of UseYou shall:
1. Keep this script's Script Info part's contents intact
You shalln't:
1. Claim that this script is written by anyone other than DoubleX or his aliases
None of the above applies to DoubleX or his/her aliases
InstructionsOpen the script editor and put this script into an open slot between Materials and Main. Save to take effect.