Map Safety Level VX + ACE - kyonides - 09-27-2024
Map Safety Level VX + ACE
by Kyonides
Introduction
I have come up with a very simple scriptlet that will allow the game developers to show a simple map name window plus a brand new label telling the player how safe that map actually is. This window will be shown on the menu screen only.
Screenshots
VX Script
Code: # * Map Safety Level VX * #
# Scripter : Kyonides Arkanthes
# 2022-12-30
# This scriptlet lets you set some texts as Safety Level Labels, and then you
# can call a method to set a new level at any given time.
# Valid Levels: 0 up to your safety maximum level.
# * Get or Set Current Map's Safety Level * #
# $game_map.safety_level
# $game_map.safety_level = NewLevel
# * Preset a given Map's Safety Level * #
# SAFETY_LEVELS = { MapIDa => Level, MapIDb => Level, etc. }
# * Define a given Map's Safety Level Color * #
# - Alpha is optional. Valid Values: 0 through 255
# SAFETY_LEVELS[0] = [Red, Green, Blue, Alpha]
module MapData
DEFAULT_SAFETY_LEVEL = 0
SAFETY_LEVELS = { 1 => 3 }
SAFETY_LABELS = [] # Just leave it alone.
SAFETY_COLORS = [] # Just leave it alone.
SAFETY_LABELS[0] = "A Nightmare"
SAFETY_LABELS[1] = "Dangerous"
SAFETY_LABELS[2] = "Unsafe"
SAFETY_LABELS[3] = "Normal Place"
SAFETY_LABELS[4] = "Great Place"
SAFETY_LABELS[5] = "The Utopia"
SAFETY_COLORS[0] = [255, 0, 0]
SAFETY_COLORS[1] = [255, 165, 0]
SAFETY_COLORS[2] = [255, 255, 0]
SAFETY_COLORS[3] = [255, 255, 255]
SAFETY_COLORS[4] = [90, 205, 90]
SAFETY_COLORS[5] = [0, 255, 0]
end
class Game_Map
alias :kyon_map_safety_lvl_gm_map_init :initialize
alias :kyon_map_safety_lvl_gm_map_setup :setup
def initialize
kyon_map_safety_lvl_gm_map_init
@safety_levels = MapData::SAFETY_LEVELS.dup
@safety_levels.default = MapData::DEFAULT_SAFETY_LEVEL
end
def get_mapinfos_name
load_data("Data/MapInfos.rvdata")[@map_id].name
end
def display_name
@display_name ||= get_mapinfos_name
end
def safety_level
@safety_levels[@map_id]
end
def safety_level=(new_level)
@safety_levels[@map_id] = new_level
end
def safety_level_text
MapData::SAFETY_LABELS[@safety_levels[@map_id]]
end
attr_reader :safety_levels
attr_writer :display_name
end
class MapNameSafeWindow < Window_Base
def initialize(wx, wy, w)
super(wx, wy, w, WLH * 2 + 32)
self.contents = Bitmap.new(w - 32, WLH * 2)
map = $game_map
contents.draw_text(0, 0, 128, 24, map.display_name, 1)
safety_color = MapData::SAFETY_COLORS[map.safety_level]
contents.font.color.set(*safety_color)
contents.draw_text(0, 24, 128, 24, map.safety_level_text, 1)
end
end
class Scene_Menu
alias :kyon_map_safety_lvl_scn_menu_start :start
alias :kyon_map_safety_lvl_scn_menu_term :terminate
def start
kyon_map_safety_lvl_scn_menu_start
create_map_safety_window
end
def create_map_safety_window
@map_name_safe = MapNameSafeWindow.new(0, Graphics.height - 80 - 56, 160)
end
def terminate
kyon_map_safety_lvl_scn_menu_term
@map_name_safe.dispose
end
end
ACE Script
Code: # * Map Safety Level ACE * #
# Scripter : Kyonides Arkanthes
# 2022-12-30
# This scriptlet lets you set some texts as Safety Level Labels, and then you
# can leave a map note to set its initial safety level.
# <map safety 1>
# Valid Levels: 0 up to your safety maximum level.
# * Get or Set Current Map's Safety Level * #
# $game_map.safety_level
# $game_map.safety_level = NewLevel
# * Define a given Map's Safety Level Color * #
# - Alpha is optional. Valid Values: 0 through 255
# SAFETY_LEVELS[0] = [Red, Green, Blue, Alpha]
module MapData
SAFETY_REGEX = /map safety (\d+)/i
SAFETY_LABELS = [] # Just leave it alone.
SAFETY_COLORS = [] # Just leave it alone.
SAFETY_LABELS[0] = "A Nightmare"
SAFETY_LABELS[1] = "Dangerous"
SAFETY_LABELS[2] = "Unsafe"
SAFETY_LABELS[3] = "Normal Place"
SAFETY_LABELS[4] = "Great Place"
SAFETY_LABELS[5] = "The Utopia"
SAFETY_COLORS[0] = [255, 0, 0]
SAFETY_COLORS[1] = [255, 165, 0]
SAFETY_COLORS[2] = [255, 255, 0]
SAFETY_COLORS[3] = [255, 255, 255]
SAFETY_COLORS[4] = [90, 205, 90]
SAFETY_COLORS[5] = [0, 255, 0]
end
class Game_Map
alias :kyon_map_safety_lvl_gm_map_init :initialize
alias :kyon_map_safety_lvl_gm_map_setup :setup
def initialize
kyon_map_safety_lvl_gm_map_init
@safety_levels ||= {}
end
def setup(map_id)
kyon_map_safety_lvl_gm_map_setup(map_id)
reset_safety_level unless @safety_levels[@map_id]
end
def reset_safety_level
@map.note[MapData::SAFETY_REGEX]
@safety_levels[@map_id] = $1.to_i
end
def safety_level
@safety_levels[@map_id]
end
def safety_level=(new_level)
@safety_levels[@map_id] = new_level
end
def safety_level_text
MapData::SAFETY_LABELS[@safety_levels[@map_id]]
end
attr_reader :safety_levels
end
class MapNameSafeWindow < Window_Base
def initialize(wx, wy, w)
super(wx, wy, w, 72)
self.contents = Bitmap.new(w - 32, 48)
map = $game_map
contents.draw_text(0, 0, 128, 24, map.display_name, 1)
safety_color = MapData::SAFETY_COLORS[map.safety_level]
contents.font.color.set(*safety_color)
contents.draw_text(0, 24, 128, 24, map.safety_level_text, 1)
end
end
class Scene_Menu
alias :kyon_map_safety_lvl_scn_menu_start :start
def start
kyon_map_safety_lvl_scn_menu_start
create_map_safety_window
end
def create_map_safety_window
@map_name_safe = MapNameSafeWindow.new(0, Graphics.height - 120, 160)
end
end
Terms & Conditions
Free for use in commercial and non commercial games unless you have pissed me off.
Please include my nickname in your game credits.
I seriously hope this will not be the only script of mine that you will include in your games.
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