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 KModTimer
#1
KModTimer
XP + VX + ACE
Version 1.0.0

by Kyonides


Introduction

This is a simple scriptlet that provides some extra features for your timer sprite like custom font name and size and even a colored background. The last feature can be deactivated as well.

XP Script

Code:
# * KModTimer XP * #
#   Scripter : Kyonides Arkanthes
#   v1.0.0 - 2023-05-02

# * Script Calls * #

# - Reset Timer's Setup
# $game_system.reset_timer

# - Change Timer's X Alignment - Positions: :left, :center or :right
# $game_system.timer_pos_x = X-Alignment

# $game_system.timer_font_name = "Font Name"
# $game_system.timer_font_size = Number
# $game_system.timer_font("Font Name", Number)

# - Change the Font Color
# $game_system.timer_font_color(Red, Green, Blue)
# $game_system.timer_font_color(Red, Green, Blue, Alpha)

# - Change the Background Color
# $game_system.timer_bg_color(Red, Green, Blue)
# $game_system.timer_bg_color(Red, Green, Blue, Alpha)

# - Toggle Background Color - Boolean: true or false
# $game_system.timer_use_bg = Boolean

module KModTimer
  # Initial Values
  FONT_NAME = "Arial"
  FONT_SIZE = 32
  # Color Ranges (0..255) [Red, Green, Blue, Alpha]
  FONT_COLOR = [255, 255, 255, 255]
  BG_COLOR   = [0, 0, 0, 80]
  USE_BG_COLOR = true
  # Choose the Position: :left, :center or :right
  POSITION_X = :left
# * End of Setup Section * #
  extend self
  attr_accessor :refresh
  class TimerData
    def initialize() reset_settings end
    def reset_settings
      @font_name = FONT_NAME.dup
      @font_size = FONT_SIZE
      @font_color = FONT_COLOR.dup
      @bg_color = BG_COLOR.dup
      @use_bg = USE_BG_COLOR
      @pos_x = POSITION_X
    end
    attr_accessor :font_name, :font_size, :font_color
    attr_accessor :bg_color, :use_bg, :pos_x
  end
end

class Sprite_Timer
  def initialize
    super
    @data = $game_system.timer_setup
    self.bitmap = Bitmap.new(88, 48)
    bg_setup
    font_setup
    update_position
    self.y = 0
    self.z = 500
    update
  end

  def bg_setup
    @bg_color = Color.new(*@data.bg_color)
  end

  def font_setup
    font = self.bitmap.font
    font.name = @data.font_name
    font.size = @data.font_size
    font.color.set(*@data.font_color)
  end

  def update_x
    case @data.pos_x
    when :left
      self.x = 0
    when :center
      self.x = 320 - self.bitmap.width / 2
    when :right
      self.x = 640 - self.bitmap.width
    end
  end

  def update_position
    update_x
    self.y = 0
    self.z = 200
  end

  def redraw_backdrop
    bm = self.bitmap
    @data.use_bg ? bm.fill_rect(bm.rect, @bg_color) : bm.clear
  end

  def timer_text
    min = @total_sec / 60
    sec = @total_sec % 60
    sprintf("%02d:%02d", min, sec)
  end

  def redraw
    if KModTimer.refresh
      KModTimer.refresh = nil
      bg_setup
      font_setup
    end
    redraw_backdrop
    bm = self.bitmap
    bm.draw_text(bm.rect, timer_text, 1)
  end

  def update_bitmap
    if $game_system.timer / Graphics.frame_rate != @total_sec
      @total_sec = $game_system.timer / Graphics.frame_rate
      redraw
    end
  end

  def update
    super
    self.visible = $game_system.timer_working
    update_x
    update_bitmap
  end
end

class Game_System
  alias :kyon_mod_timer_gm_sys_init :initialize
  def initialize
    kyon_mod_timer_gm_sys_init
    @timer_setup = KModTimer::TimerData.new
  end

  def reset_timer
    @timer_setup.reset_settings
  end

  def timer_pos_x=(new_x)
    @timer_setup.pos_x = new_x
  end

  def timer_font(new_name, new_size)
    KModTimer.refresh = true
    @timer_setup.font_name = new_name
    @timer_setup.font_size = new_size
  end

  def timer_font_name=(new_name)
    KModTimer.refresh = true
    @timer_setup.font_name = new_name
  end

  def timer_font_size=(new_size)
    KModTimer.refresh = true
    @timer_setup.font_size = new_size
  end

  def timer_font_color(red, green, blue, alpha=255)
    KModTimer.refresh = true
    @timer_setup.font_color = [red, green, blue, alpha]
  end

  def timer_bg_color(red, green, blue, alpha=255)
    KModTimer.refresh = true
    @timer_setup.bg_color = [red, green, blue, alpha]
  end

  def timer_use_bg=(bool)
    KModTimer.refresh = true
    @timer_setup.use_bg = bool
  end
  attr_reader :timer_setup
end

VX Script

Code:
# * KModTimer VX * #
#   Scripter : Kyonides Arkanthes
#   v1.0.0 - 2023-05-02

# * Script Calls * #

# - Reset Timer's Setup
# $game_system.reset_timer

# - Change Timer's X Alignment - Positions: :left, :center or :right
# $game_system.timer_pos_x = X-Alignment

# $game_system.timer_font_name = "Font Name"
# $game_system.timer_font_size = Number
# $game_system.timer_font("Font Name", Number)

# - Change the Font Color
# $game_system.timer_font_color(Red, Green, Blue)
# $game_system.timer_font_color(Red, Green, Blue, Alpha)

# - Change the Background Color
# $game_system.timer_bg_color(Red, Green, Blue)
# $game_system.timer_bg_color(Red, Green, Blue, Alpha)

# - Toggle Background Color - Boolean: true or false
# $game_system.timer_use_bg = Boolean

module KModTimer
  # Initial Values
  FONT_NAME = "Arial"
  FONT_SIZE = 32
  # Color Ranges (0..255) [Red, Green, Blue, Alpha]
  FONT_COLOR = [255, 255, 255, 255]
  BG_COLOR   = [0, 0, 0, 80]
  USE_BG_COLOR = true
  # Choose the Position: :left, :center or :right
  POSITION_X = :left
# * End of Setup Section * #
  extend self
  attr_accessor :refresh
  class TimerData
    def initialize() reset_settings end
    def reset_settings
      @font_name = FONT_NAME.dup
      @font_size = FONT_SIZE
      @font_color = FONT_COLOR.dup
      @bg_color = BG_COLOR.dup
      @use_bg = USE_BG_COLOR
      @pos_x = POSITION_X
    end
    attr_accessor :font_name, :font_size, :font_color
    attr_accessor :bg_color, :use_bg, :pos_x
  end
end

class Sprite_Timer
  def initialize(viewport)
    super(viewport)
    @data = $game_system.timer_setup
    self.bitmap = Bitmap.new(88, 48)
    bg_setup
    font_setup
    update_position
    self.y = 0
    self.z = 500
    update
  end

  def bg_setup
    @bg_color = Color.new(*@data.bg_color)
  end

  def font_setup
    font = self.bitmap.font
    font.name = @data.font_name
    font.size = @data.font_size
    font.color.set(*@data.font_color)
  end

  def update_x
    case @data.pos_x
    when :left
      self.x = 0
    when :center
      self.x = (Graphics.width - self.bitmap.width) / 2
    when :right
      self.x = Graphics.width - self.bitmap.width
    end
  end

  def update_position
    update_x
    self.y = 0
    self.z = 200
  end

  def redraw_backdrop
    bm = self.bitmap
    @data.use_bg ? bm.fill_rect(bm.rect, @bg_color) : bm.clear
  end

  def timer_text
    min = @total_sec / 60
    sec = @total_sec % 60
    sprintf("%02d:%02d", min, sec)
  end

  def redraw
    if KModTimer.refresh
      KModTimer.refresh = nil
      bg_setup
      font_setup
    end
    redraw_backdrop
    bm = self.bitmap
    bm.draw_text(bm.rect, timer_text, 1)
  end

  def update_bitmap
    if $game_system.timer / Graphics.frame_rate != @total_sec
      @total_sec = $game_system.timer / Graphics.frame_rate
      redraw
    end
  end

  def update
    super
    self.visible = $game_system.timer_working
    update_x
    update_bitmap
  end
end

class Game_System
  alias :kyon_mod_timer_gm_sys_init :initialize
  def initialize
    kyon_mod_timer_gm_sys_init
    @timer_setup = KModTimer::TimerData.new
  end

  def reset_timer
    @timer_setup.reset_settings
  end

  def timer_pos_x=(new_x)
    @timer_setup.pos_x = new_x
  end

  def timer_font(new_name, new_size)
    KModTimer.refresh = true
    @timer_setup.font_name = new_name
    @timer_setup.font_size = new_size
  end

  def timer_font_name=(new_name)
    KModTimer.refresh = true
    @timer_setup.font_name = new_name
  end

  def timer_font_size=(new_size)
    KModTimer.refresh = true
    @timer_setup.font_size = new_size
  end

  def timer_font_color(red, green, blue, alpha=255)
    KModTimer.refresh = true
    @timer_setup.font_color = [red, green, blue, alpha]
  end

  def timer_bg_color(red, green, blue, alpha=255)
    KModTimer.refresh = true
    @timer_setup.bg_color = [red, green, blue, alpha]
  end

  def timer_use_bg=(bool)
    KModTimer.refresh = true
    @timer_setup.use_bg = bool
  end
  attr_reader :timer_setup
end

ACE Script

Code:
# * KModTimer ACE * #
#   Scripter : Kyonides Arkanthes
#   v1.0.0 - 2023-05-02

# * Script Calls * #

# - Reset Timer's Setup
# $game_timer.reset

# - Change Timer's X Alignment - Positions: :left, :center or :right
# $game_timer.pos_x = X-Alignment

# $game_timer.font_name = "Font Name"
# $game_timer.font_size = Number
# $game_timer.set_font("Font Name", Number)

# - Change the Font Color
# $game_timer.font_color(Red, Green, Blue)
# $game_timer.font_color(Red, Green, Blue, Alpha)

# - Change the Background Color
# $game_timer.bg_color(Red, Green, Blue)
# $game_timer.bg_color(Red, Green, Blue, Alpha)

# - Toggle Background Color - Boolean: true or false
# $game_timer.use_bg = Boolean

module KModTimer
  # Initial Values
  FONT_NAME = "Arial"
  FONT_SIZE = 32
  # Color Ranges (0..255) [Red, Green, Blue, Alpha]
  FONT_COLOR = [255, 255, 255, 255]
  BG_COLOR   = [0, 0, 0, 80]
  USE_BG_COLOR = true
  # Choose the Position: :left, :center or :right
  POSITION_X = :left
# * End of Setup Section * #
  extend self
  attr_accessor :refresh
end

class Sprite_Timer
  def create_bitmap
    self.bitmap = Bitmap.new(96, 48)
    bg_setup
    font_setup
  end

  def bg_setup
    @bg_color = Color.new(*$game_timer.bg_color)
  end

  def font_setup
    font = self.bitmap.font
    font.name = $game_timer.font_name
    font.size = $game_timer.font_size
    font.color.set(*$game_timer.font_color)
  end

  def redraw_backdrop
    bm = self.bitmap
    $game_timer.use_bg ? bm.fill_rect(bm.rect, @bg_color) : bm.clear
  end
  
  def redraw
    if KModTimer.refresh
      KModTimer.refresh = nil
      bg_setup
      font_setup
    end
    redraw_backdrop
    bitmap.draw_text(bitmap.rect, timer_text, 1)
  end

  def update_x
    case $game_timer.pos_x
    when :left
      self.x = 0
    when :center
      self.x = (Graphics.width - self.bitmap.width) / 2
    when :right
      self.x = Graphics.width - self.bitmap.width
    end
  end

  def update_position
    update_x
    self.y = 0
    self.z = 200
  end
end

class Game_Timer
  include KModTimer
  alias :kyon_mod_timer_gm_sys_init :initialize
  def initialize
    kyon_mod_timer_gm_sys_init
    reset
  end

  def reset
    @font_name = FONT_NAME.dup
    @font_size = FONT_SIZE
    @font_color = FONT_COLOR.dup
    @bg_color = BG_COLOR.dup
    @use_bg = USE_BG_COLOR
    @pos_x = POSITION_X
  end

  def set_font(new_name, new_size)
    KModTimer.refresh = true
    @font_name = new_name
    @font_size = new_size
  end

  def font_name=(new_name)
    KModTimer.refresh = true
    @font_name = new_name
  end

  def font_size=(new_size)
    KModTimer.refresh = true
    @font_size = new_size
  end

  def font_color(red, green, blue, alpha=255)
    KModTimer.refresh = true
    @font_color = [red, green, blue, alpha]
  end

  def bg_color(red, green, blue, alpha=255)
    KModTimer.refresh = true
    @bg_color = [red, green, blue, alpha]
  end

  def use_bg=(bool)
    KModTimer.refresh = true
    @use_bg = bool
  end
  attr_reader :font_name, :font_size, :font_color, :bg_color,  :use_bg
  attr_accessor :pos_x
end

Terms & Conditions

Feel free to use it.
Optionally, you could include my nickname in your game credits.
That's it.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
#2
New Features Are Available!

From now on, all of the RGSS based engines allow you to change the timer's settings during gameplay! Shocked
The script calls for RMXP and RMVX are identical. Two Thumbs Up! 
VX Ace's calls are totally different because of the existence of the Game_Timer class. Happy with a sweat
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }




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