KMapData
#1
KMapData
version 0.4.0

by Kyonides Arkanthes


Introduction

Happy with a sweat Did you ever want to keep track of how many chests the player has found? Or did you need to record how many traps the player has triggered so far? Or you wanted to save which switches the player turned on and off and in which order he did it?

Now you can do it! Shocked

! The direct script call to change the required number of monster encounter steps has been included already.

! By the way, you can also modify the default behavior of the monster encounter steps micro system.

Just follow the instructions already included in my script.

Notes

There is no screenshot available for there's no menu included here. Happy with a sweat

KMapData Main Script
Code:
# * KMapData
#   Scripter : Kyonides Arkanthes
#   2020-07-06 - v0.4.0

# This scriptlet allows you to keep track of the chest you've found on the map
# and all the traps you've triggered so far.

# I guess the latter could be helpful to design a system where you can keep
# track of many chests and traps without using any game variables. You can clear
# a map's data at any time if deemed necessary.

# It's also possible to keep track of switches a player needs to turn on or off.

# You still need to setup the initial values of a few CONSTANTS listed in the
# KMap module! Some of them allow you to modify the default behavoir of the
# number of steps required to encounter a monster.

# * Script Calls *

# To easily get your current Map ID - Script Command Box Only!
#   @map_id

# To toggle any map's Fixed Number of Steps
#   $game_system.fixed_steps = true or false

# To divide the Number of Steps
#   $game_system.steps_reducer = 1 -> No Division - Default Behavior
#   $game_system.steps_reducer = 2 or greater -> Steps / Steps Reduction
#   $game_system.steps_reducer = 0 -> Game Crash! ZeroDivisionError!!

# To increase the Total Number of Chests Found on the current Map
#   $game_party.chests_found[MapID] += 1

# To increase the Total Number of Traps Triggered on the current Map
#   $game_party.traps_triggered[MapID] += 1

# To clear any map's data - Options: Defined in CLEAR_DATA_OPTIONS constant
#   $game_party.clear_data(Option)        - For the current map
#   $game_party.clear_data(Option, MapID) - For any other map

# To check if the player has found enough chests and has not triggered too many
# traps on a specific map
#   KMap.pass_chest_trap_test?        - For Current Map
#   KMap.pass_chest_trap_test?(MapID) - For Any Other Map

# To check if the player triggered the right switches in the right order
#   KMap.pass_switch_order?        - For Current Map
#   KMap.pass_switch_order?(MapID) - For Any Other Map

# To set a map's Switch Order
# -> Predefined Order
#   KMap.map_switch_order[MapID] = [1, 3, 5, etc.]
# -> Player's Input
#   Assign a value to the Game Variable set in SWITCH_ORDER_VAR constant for
#   each separate switch by clicking on Control Variables.
#   It does not matter if the player turns it ON or OFF at any time.

# To clear Switch Order related stuff
#   KMap.clear_switch_order

# * Examples of Script Condition Event Command
#   There the @map_id would be the same as the current map.
#   Script [ $game_party.chests_found[@map_id] >= 20  ]
#   Script [ $game_party.traps_triggered[@map_id] < 6 ]
#   Script [ KMap.pass_switch_order?                  ]

module KMap
  CHESTS_SWITCH = 1
  TRAPS_SWITCH = 2
  SWITCH_ORDER_VAR = 1
  MAP_SWITCH_ORDER = "Best Switch Order"
  ALT_SWITCH_ORDER = "Alternate Switch Order"
  SWITCH_ORDER = "Player's Switch Order"
  FIXED_STEPS = true # Fix Number of Monster Encounter Steps?
  DIVIDE_STEPS_BY = 1 # 1 : No Reduction, 2+ : Divide Steps by that value
  # Options Order as :symbols : [ Chest, Trap, All ]
  CLEAR_DATA_OPTIONS = [:chest, :trap, :all]
  MIN_CHESTS_FOUND = {}
  MIN_CHESTS_FOUND.default = 0 # For those maps you won't include here
  MAX_TRAPS_FOUND = {}
  MAX_TRAPS_FOUND.default = 0
  # Example of Chests for Map #1: MIN_CHESTS_FOUND[1] = 20
  # Example of Traps for Map #1:  MIN_TRAPS_FOUND[1] = 5
  class << self
    def pass_chest_trap_test?(mid=$game_map.map_id)
      return false if $game_party.chests_found[mid] < MIN_CHESTS_FOUND[mid]
      $game_party.traps_triggered[mid] <= MIN_TRAPS_FOUND[mid]
    end

    def pass_switch_order?(mid=$game_map.map_id)
      @map_switch_order == @switch_order
    end

    def select_order(n)
      (n == 0 ? @map_switch_order : n == 1 ? @alt_switch_order : @switch_order)
    end

    def select_label(n)
      (n == 0 ? MAP_SWITCH_ORDER : n == 1 ? ALT_SWITCH_ORDER : SWITCH_ORDER)
    end

    def clear_switch_order
      @map_switch_order = []
      @alt_switch_order = []
      @switch_order = []
    end

    def retrieve_version
      lines = File.readlines('Game.ini')
      lines.each do |line|
        value = line =~ /rgss\d/i
        next if value == nil
        return line.scan(/\d/)[0].to_i
      end
    end
    attr_accessor :map_switch_order, :alt_switch_order
    attr_reader :switch_order
  end
  MAKER_VERSION = retrieve_version
  clear_switch_order
  Manager = MAKER_VERSION == 1 ? Interpreter : Game_Interpreter
end

module SwitchOrder
  def make_windows(y1, y2, y3)
    @order_windows = [SwitchOrderWindow.new(y1, 0)]
    @order_windows << SwitchOrderWindow.new(y2, 1)
    @order_windows << SwitchOrderWindow.new(y3, 2)
  end

  def update_scene
    Graphics.update
    Input.update
    update
  end

  def terminate
    Graphics.freeze
    @order_windows.each{|win| win.dispose }
  end
end

class Game_System
  alias :kyon_mdx_gm_sys_init :initialize
  def initialize
    kyon_mdx_gm_sys_init
    @fixed_steps = KMap::FIXED_STEPS
    @steps_reducer = KMap::DIVIDE_STEPS_BY
  end
  attr_accessor :fixed_steps, :steps_reducer
end

class Game_Party
  alias :kyon_md_gm_party_init :initialize
  def initialize
    kyon_md_gm_party_init
    @chests_found = {}
    @chests_found.default = 0
    @traps_triggered = {}
    @traps_triggered.default = 0
  end

  def clear_data(data_sym, map_id=$game_map.map_id)
    chest, traps, all = KMap::CLEAR_DATA_OPTIONS
    @chests_found[map_id] = 0 if [all, chest].include?(data_sym)
    @traps_triggered[map_id] = 0 if [all, traps].include?(data_sym)
  end
  attr_reader :chests_found, :traps_triggered
end

class Game_Player
  def make_encounter_count
    return if $game_map.map_id == 0
    m = $game_system.steps_reducer
    if $game_system.fixed_steps
      @encounter_count = $game_map.encounter_step / m if @encounter_count == 0
    else
      n = $game_map.encounter_step / m
      @encounter_count = rand(n) + rand(n) + 1
    end
  end
end

class KMap::Manager
  alias :kyon_md_int_switches :command_121
  alias :kyon_md_int_variables :command_122
  def command_121
    kyon_int_switches
    cs = KMap::CHESTS_SWITCH
    ts = KMap::TRAPS_SWITCH
    if $game_switches[cs]
      $game_switches[cs] = false
      $game_party.chests_found[@map_id] += 1
    end
    if $game_switches[ts]
      $game_switches[ts] = false
      $game_party.traps_triggered[@map_id] += 1
    end
    return true
  end

  def command_122
    sov = KMap::SWITCH_ORDER_VAR
    if sov == @parameters[4] and $game_variables[sov] > 0
      KMap.switch_order << $game_variables[sov]
      $game_variables[sov] = 0
      return true
    end
    kyon_md_int_variables
  end
end

class SwitchOrderWindow < Window_Selectable
  def initialize(wy, pos)
    @switches = KMap.select_order(pos)
    @label = KMap.select_label(pos)
    @lh = KMap::MAKER_VERSION == 3 ? 24 : 32
    @lj, h = KMap::MAKER_VERSION == 1 ? [28, 96] : [24, 88]
    super(0, wy, Graphics.width, h)
    create_contents
    refresh
  end

  def refresh
    bitmap = self.contents
    bitmap.draw_text(0, 0, width - @lh, @lj, @label, 1)
    lw = 0
    @switches.size.times do |n|
      label = @switches[n].to_s
      lx = contents.text_size(label).width
      bitmap.draw_text(lw, @lh, lx, @lj, label)
      lw += lx + 8
    end
  end
end

Debug Scene Script
For XP
Code:
# * KMapData - Switch Order Debug Menu XP
#   Scripter : Kyonides Arkanthes

class SwitchOrderWindow
  def create_contents
    self.contents = Bitmap.new(width - 32, height - 32)
  end
end

class SwitchOrderScene
  def main
    @order_windows = [SwitchOrderWindow.new(0, 0)]
    @order_windows << SwitchOrderWindow.new(96, 1)
    @order_windows << SwitchOrderWindow.new(192, 2)
    Graphics.transition
    until $scene != self
      Graphics.update
      Input.update
      update
    end
    Graphics.freeze
    @order_windows.each{|win| win.dispose }
  end

  def update
    return unless Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
  end
end

class Scene_Map
  alias :kyon_md_scn_map_up :update
  def update
    kyon_md_scn_map_up
    if Input.trigger?(Input::CTRL) and !$game_player.moving?
      $game_system.se_play($data_system.decision_se)
      $scene = SwitchOrderScene.new
    end
  end
end

Terms & Conditions

Thinking I don't know, I guess I might accept suggestions on this topic.
Free for non commercial games.
Give me a free copy of your completed game if you include at least 2 of my scripts! Laughing + Tongue sticking out
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

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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
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Messages In This Thread
KMapData - by kyonides - 07-02-2020, 12:54 AM
RE: KMapData - by kyonides - 07-05-2020, 06:01 AM
RE: KMapData - by kyonides - 07-07-2020, 12:05 AM



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