Character Stuff In Map
#1
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Its my second script so check it out

Instructions:
Post this above main and test paly your game thats it


Code:
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
   # Make sprite set
   @spriteset = Spriteset_Map.new
   # Make message window
   @message_window = Window_Message.new
   @my_window = My_Window.new
   @my_window.opacity = 75
   # Transition run
   Graphics.transition
   # Main loop
   loop do
     # Update game screen
     Graphics.update
     # Update input information
     Input.update
     # Frame update
     update
     # Abort loop if screen is changed
     if $scene != self
       break
     end
   end
   # Prepare for transition
   Graphics.freeze
   # Dispose of sprite set
   @spriteset.dispose
   # Dispose of message window
   @message_window.dispose
   @my_window.dispose
   # If switching to title screen
   if $scene.is_a?(Scene_Title)
     # Fade out screen
     Graphics.transition
     Graphics.freeze
   end
end
   def refreshyourwindow
     @my_window.mapmodrefresh
   end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
   # Loop
   loop do
     # Update map, interpreter, and player order
     # (this update order is important for when conditions are fulfilled
     # to run any event, and the player isn't provided the opportunity to
     # move in an instant)
     $game_map.update
     $game_system.map_interpreter.update
     $game_player.update
     # Update system (timer), screen
     $game_system.update
     $game_screen.update
     # Abort loop if player isn't place moving
     unless $game_temp.player_transferring
       break
     end
     # Run place move
     transfer_player
     # Abort loop if transition processing
     if $game_temp.transition_processing
       break
     end
   end
   # Update sprite set
   @spriteset.update
   # Update message window
   @message_window.update
   @my_window.update
   # If game over
   if $game_temp.gameover
     # Switch to game over screen
     $scene = Scene_Gameover.new
     return
   end
   # If returning to title screen
   if $game_temp.to_title
     # Change to title screen
     $scene = Scene_Title.new
     return
   end
   # If transition processing
   if $game_temp.transition_processing
     # Clear transition processing flag
     $game_temp.transition_processing = false
     # Execute transition
     if $game_temp.transition_name == ""
       Graphics.transition(20)
     else
       Graphics.transition(40, "Graphics/Transitions/" +
         $game_temp.transition_name)
     end
   end
   # If showing message window
   if $game_temp.message_window_showing
     return
   end
   # If encounter list isn't empty, and encounter count is 0
   if $game_player.encounter_count == 0 and $game_map.encounter_list != []
     # If event is running or encounter is not forbidden
     unless $game_system.map_interpreter.running? or
            $game_system.encounter_disabled
       # Confirm troop
       n = rand($game_map.encounter_list.size)
       troop_id = $game_map.encounter_list[n]
       # If troop is valid
       if $data_troops[troop_id] != nil
         # Set battle calling flag
         $game_temp.battle_calling = true
         $game_temp.battle_troop_id = troop_id
         $game_temp.battle_can_escape = true
         $game_temp.battle_can_lose = false
         $game_temp.battle_proc = nil
       end
     end
   end
   # If B button was pressed
   if Input.trigger?(Input::B)
     # If event is running, or menu is not forbidden
     unless $game_system.map_interpreter.running? or
            $game_system.menu_disabled
       # Set menu calling flag or beep flag
       $game_temp.menu_calling = true
       $game_temp.menu_beep = true
     end
   end
   #if Input.trigger?(Input::A)
   #  @my_window.visible = @my_window.visible ? false : true
   #end
   # If debug mode is ON and F9 key was pressed
   if $DEBUG and Input.press?(Input::F9)
     # Set debug calling flag
     $game_temp.debug_calling = true
   end
   # If player is not moving
   unless $game_player.moving?
     # Run calling of each screen
     if $game_temp.battle_calling
       call_battle
     elsif $game_temp.shop_calling
       call_shop
     elsif $game_temp.name_calling
       call_name
     elsif $game_temp.menu_calling
       call_menu
     elsif $game_temp.save_calling
       call_save
     elsif $game_temp.debug_calling
       call_debug
     end
   end
end
#--------------------------------------------------------------------------
# * Battle Call
#--------------------------------------------------------------------------
def call_battle
   # Clear battle calling flag
   $game_temp.battle_calling = false
   # Clear menu calling flag
   $game_temp.menu_calling = false
   $game_temp.menu_beep = false
   # Make encounter count
   $game_player.make_encounter_count
   # Memorize map BGM and stop BGM
   $game_temp.map_bgm = $game_system.playing_bgm
   $game_system.bgm_stop
   # Play battle start SE
   $game_system.se_play($data_system.battle_start_se)
   # Play battle BGM
   $game_system.bgm_play($game_system.battle_bgm)
   # Straighten player position
   $game_player.straighten
   # Switch to battle screen
   @my_window.visible = false
   $scene = Scene_Battle.new
end
#--------------------------------------------------------------------------
# * Shop Call
#--------------------------------------------------------------------------
def call_shop
   # Clear shop call flag
   $game_temp.shop_calling = false
   # Straighten player position
   $game_player.straighten
   # Switch to shop screen
   @my_window.visible = false
   $scene = Scene_Shop.new
end
#--------------------------------------------------------------------------
# * Name Input Call
#--------------------------------------------------------------------------
def call_name
   # Clear name input call flag
   $game_temp.name_calling = false
   # Straighten player position
   $game_player.straighten
   # Switch to name input screen
   @my_window.visible = false
   $scene = Scene_Name.new
end
#--------------------------------------------------------------------------
# * Menu Call
#--------------------------------------------------------------------------
def call_menu
   # Clear menu call flag
   $game_temp.menu_calling = false
   # If menu beep flag is set
   if $game_temp.menu_beep
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Clear menu beep flag
     $game_temp.menu_beep = false
   end
   # Straighten player position
   $game_player.straighten
   # Switch to menu screen
   @my_window.visible = false
   $scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# * Save Call
#--------------------------------------------------------------------------
def call_save
   # Straighten player position
   $game_player.straighten
   # Switch to save screen
   @my_window.visible = false
   $scene = Scene_Save.new
end
#--------------------------------------------------------------------------
# * Debug Call
#--------------------------------------------------------------------------
def call_debug
   # Clear debug call flag
   $game_temp.debug_calling = false
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Straighten player position
   $game_player.straighten
   # Switch to debug screen
   @my_window.visible = false
   $scene = Scene_Debug.new
end
#--------------------------------------------------------------------------
# * Player Place Move
#--------------------------------------------------------------------------
def transfer_player
   # Clear player place move call flag
   $game_temp.player_transferring = false
   # If move destination is different than current map
   if $game_map.map_id != $game_temp.player_new_map_id
     # Set up a new map
     $game_map.setup($game_temp.player_new_map_id)
   end
   # Set up player position
   $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
   # Set player direction
   case $game_temp.player_new_direction
   when 2  # down
     $game_player.turn_down
   when 4  # left
     $game_player.turn_left
   when 6  # right
     $game_player.turn_right
   when 8  # up
     $game_player.turn_up
   end
   # Straighten player position
   $game_player.straighten
   # Update map (run parallel process event)
   $game_map.update
   # Remake sprite set
   @spriteset.dispose
   @spriteset = Spriteset_Map.new
   # If processing transition
   if $game_temp.transition_processing
     # Clear transition processing flag
     $game_temp.transition_processing = false
     # Execute transition
     $scene.refreshyourwindow
     Graphics.transition(20)
   end
   # Run automatic change for BGM and BGS set on the map
   $game_map.autoplay
   # Frame reset
   Graphics.frame_reset
   # Update input information
   Input.update
end
end
class Interpreter
def command_129
   # Get actor
   actor = $game_actors[@parameters[0]]
   # If actor is valid
   if actor != nil
     # Branch with control
     if @parameters[1] == 0
       if @parameters[2] == 1
         $game_actors[@parameters[0]].setup(@parameters[0])
       end
       $game_party.add_actor(@parameters[0])
       $scene.refreshyourwindow
     else
       $game_party.remove_actor(@parameters[0])
       $scene.refreshyourwindow
     end
   end
   # Continue
   return true
end
   def command_311
   # Get operate value
   value = operate_value(@parameters[1], @parameters[2], @parameters[3])
   # Process with iterator
   iterate_actor(@parameters[0]) do |actor|
     # If HP are not 0
     if actor.hp > 0
       # Change HP (if death is not permitted, make HP 1)
       if @parameters[4] == false and actor.hp + value <= 0
         actor.hp = 1
         $scene.refreshyourwindow
       else
         actor.hp += value
         $scene.refreshyourwindow
       end
     end
   end
   # Determine game over
   $game_temp.gameover = $game_party.all_dead?
   # Continue
   return true
    #--------------------------------------------------------------------------
# * Change Actor Name
#--------------------------------------------------------------------------
def command_320
   # Get actor
   actor = $game_actors[@parameters[0]]
   # Change name
   if actor != nil
     actor.name = @parameters[1]
     $scene.refreshyourwindow
   end
   # Continue
   return true
end
#--------------------------------------------------------------------------
# * Change Actor Graphic
#--------------------------------------------------------------------------
def command_322
   # Get actor
   actor = $game_actors[@parameters[0]]
   # Change graphic
   if actor != nil
     actor.set_graphic(@parameters[1], @parameters[2],
       @parameters[3], @parameters[4])
       $scene.refreshyourwindow
   end
   # Refresh player
   $game_player.refresh
   # Continue
   return true
end
end
#--------------------------------------------------------------------------
# * Change SP
#--------------------------------------------------------------------------
def command_312
   # Get operate value
   value = operate_value(@parameters[1], @parameters[2], @parameters[3])
   # Process with iterator
   iterate_actor(@parameters[0]) do |actor|
     # Change actor SP
     actor.sp += value
     $scene.refreshyourwindow
   end
   # Continue
   return true
end
end
#=========================================================================
class My_Window < Window_Base
def initialize
  super(0, 0, 640, 96)
  self.contents = Bitmap.new (width - 32, height - 32)
#    self.contents.font.name = $fontface
#    self.contents.font.size = $fontsize
  mapmodrefresh
end


#--------------------------------------------------------------------------
# * Draw HP
# * My edited Version
#--------------------------------------------------------------------------

  def draw_actor_hp2(actor, x, y, width = 116)
   # Draw "HP" text string
   self.contents.font.color = system_color
   self.contents.draw_text(x + 10, y - 50, 32, 32, $data_system.words.hp)
   # Calculate if there is draw space for MaxHP
   # Draw HP
   self.contents.font.color = actor.hp == 0 ? knockout_color :
   actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
   self.contents.draw_text(x + 30, y - 50, 48, 32, actor.hp.to_s)
   # Draw MaxHP
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 60, y - 50, 12, 32, "/")
   self.contents.draw_text(x + 65, y - 50, 48, 32, actor.maxhp.to_s)
end
#--------------------------------------------------------------------------
# * Draw SP
# * My edited Version
#--------------------------------------------------------------------------
def draw_actor_sp2(actor, x, y, width = 116)
   # Draw "SP" text string
   self.contents.font.color = system_color
   self.contents.draw_text(x + 10, y - 40, 32, 32, $data_system.words.sp)
   # Draw SP
   self.contents.font.color = actor.sp == 0 ? knockout_color :
   actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
   self.contents.draw_text(x + 30, y - 40, 48, 32, actor.sp.to_s)
   # Draw MaxSP
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 60, y - 40, 48, 32, "/")
   self.contents.draw_text(x + 65, y - 40, 48, 32, actor.maxsp.to_s)
end
def draw_actor_name(actor, x, y)
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 10, y - 60, 120, 32, actor.name)
end
#------------------------------------------------------------------------------
# Here is where all of the things are including the draw gold and draw map name
# functions
#------------------------------------------------------------------------------
def mapmodrefresh
  self.contents.clear
  self.contents.font.size = 16
  self.contents.clear
  $maps = load_data("Data/MapInfos.rxdata")
  @map_id = $game_map.map_id
  @currmap = $maps[@map_id].name
  self.contents.font.color = system_color
  self.contents.draw_text(4, 0, 120, 32, "Current Map: ")
  self.contents.font.color = normal_color
  self.contents.draw_text(4, 15, 120, 32, @currmap)
  #In the parenthesis put what you want
  for i in 0...$game_party.actors.size
     x = 100 + (i * 120)
     y = 50
     actor = $game_party.actors[i]
     draw_actor_graphic(actor, x, y)
     draw_actor_name(actor, x + 5, y)
     draw_actor_hp2(actor, x + 5, y + 10)
     draw_actor_sp2(actor, x + 5, y + 20)
   end
end
end
}


Messages In This Thread
Character Stuff In Map - by :)smiley_man:) - 02-25-2006, 01:00 PM

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