07-01-2007, 01:00 PM
Simple Beastary!
by bchimself
Jul 1 2007
My First Script!
This is a very simple beastary I made wich pulls monsters from the list. You can change where the list starts and ends. In this version it shows mobs Max HP, Max SP, and EXP!
All you have to do to show this is make an event and put the following in scripts (page3):
Insert this above main.
by bchimself
Jul 1 2007
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No support is given. If you are the owner of the thread, please contact administration.
My First Script!
This is a very simple beastary I made wich pulls monsters from the list. You can change where the list starts and ends. In this version it shows mobs Max HP, Max SP, and EXP!
All you have to do to show this is make an event and put the following in scripts (page3):
Code:
$scene=Beastary_Scene.new
Insert this above main.
Code:
#==============================================================================
# Beastary Version 1.0
# Date 5/1/07
# Made by BChimself
#------------------------------------------------------------------------------
# PLEASE READ! The beastary draws monster IDs from ingame variable # 1
# It is important that you set all variables in this script to a blank
# variable ingame for this use. If you get a WARNING message this may be
# the variables are crossed! I have marked what will need to be changed
# if you need to change the variables! Infact Every that you may want
# to or need to change is marked in a comment to the right!
# Enjoy!~ =p
#==============================================================================
class Beastary_Scene
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
@mobs_max = 33 #IMPORTANT TO CHANGE THIS!!!!
@mobs_min = 1 #Where the list starts. Doesnt have to be 1!
$game_variables[1] = @mobs_min #Change the [1] to your variable!
@window_b1=Beastary_Window_1.new
@window_b1.update(false)
@window_b1.x=200
@window_b1.y=60
@window_b3=Beastary_Window_3.new
@window_b3.update(" ")
s1= "Next"
s2= "Previous"
s3= "Exit"
@window_b2=Window_Command.new(200, [s1,s2,s3])
@window_b2.y=60
@window_b2.height=420
@window_b2.index=@menu_index
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@window_b1.dispose
@window_b2.dispose
@window_b3.dispose
end
def update
@window_b2.update
case @window_b2.index
when 0
@window_b3.update("Select the next monster?")
when 1
@window_b3.update("Select the preivious monster?")
when 2
@window_b3.update("Do you wish to exit?")
end
if Input.trigger?(Input::C) #ENTER
case @window_b2.index
when 0
nexts #like this for a reason!
when 1
previous
when 2
exit
end
end
if Input.trigger?(Input::B) #ESC
$game_system.se_play($data_system.cancel_se)
$scene=Scene_Map.new
$game_map.autoplay
end
end
#------------------------------------------------------------------------------
def nexts
if $game_variables[1] < @mobs_max
$game_system.se_play($data_system.decision_se)
$game_variables[1] += 1
@window_b1.update(" ")
else
$game_system.se_play($data_system.buzzer_se)
end
end
def previous
if $game_variables[1] > @mobs_min
$game_system.se_play($data_system.decision_se)
$game_variables[1] -= 1
@window_b1.update(" ")
else
$game_system.se_play($data_system.buzzer_se)
end
end
def exit
$game_system.se_play($data_system.cancel_se)
$scene=Scene_Map.new
$game_map.autoplay
end
#==============================================================================
# Window 1 will show enemy data.
# You will also need to change the variable
# here if the its already in use. Just Creat
# A new variable with in the game and name it
# Monster ID or what ever. Change where it says.
#==============================================================================
class Beastary_Window_1 < Window_Base
def initialize
if $game_variables[1] <= 0 #Change the [1] to your variable!
print "WARNING: Game will crash due to variables not set properly!"
end
if $game_variables[1] >= 1 #Change the [1] to your variable!
super(0,0,440,420)
self.contents = Bitmap.new(width-32,height-32)
self.contents.font.name = "Arial" #This is the font used. I wouldn't change this.
self.contents.font.size = 24
end
def update(content)
@mob_id = $data_enemies[$game_variables[1]].name #Change the [1] to your variable!
@mob_maxhp = $data_enemies[$game_variables[1]].maxhp #Change the [1] to your variable!
@mob_maxsp = $data_enemies[$game_variables[1]].maxsp #Change the [1] to your variable!
@mob_exp = $data_enemies[$game_variables[1]].exp #Change the [1] to your variable!
self.contents.clear
self.contents.font.color = text_color(0) #This will change text color. Its red by default. Use the numbers 0-7.
self.contents.draw_text(0,0,300,32, @mob_id)
self.contents.font.color = text_color(2) #This will change text color. Its red by default. Use the numbers 0-7.
self.contents.draw_text(0,30,300,32,"HP("+@mob_maxhp.to_s+")/SP("+@mob_maxsp.to_s+")/EXP("+@mob_exp.to_s+")")
end
end
end
#==============================================================================
# Window 3 Help menu
#==============================================================================
class Beastary_Window_3 < Window_Base
def initialize
super(0,0,640,60)
self.contents=Bitmap.new(width-32,height-32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
end
def update(help_text)
self.contents.clear
self.contents.draw_text(0,0,440,32, help_text)
end
end
end