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Map Safety Level VX + ACE - Printable Version

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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 Police Killer safe that map actually is. This window will be shown on the menu screen only. Happy with a sweat

Screenshots
[Image: mapsafetylevelvx01.jpg]
[Image: mapsafetylevelace01.jpg]
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. Angry
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. Winking