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[Filled] Can someone please take the SDK off this ?

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Jason

Awesome Bro

Hey everyone, not sure if you can remember, but a while back, Chaosg1 did me a script request, and it was perfect, he also released it publicly, but at the time I had the SDK, now, I don't have it, and don't wish to use it as all my other scripts aren't SDK compatible.

Can someone please take a look at this and take off the SDK ? Thankyou.

Code:
#===============================================================================
# ** World Map System: Setup Module
#-------------------------------------------------------------------------------
# Author :   Chaosg1
# Version:   1.0
# Date   :   21-02-07
#===============================================================================
SDK.log('World Map','Chaosg1',1.0, 21-02-07)
SDK.check_requirements(2.0, [1,2])
#-------------------------------------------------------------------------- 
# Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('World Map')
  FIRST_MAP_ID  = 1
  SIGN    = '•'   #the map name must contain this simbol. in default case *
  #Not Necessary, but when you select a location it can show the locations in the world map.
  WMLocations = {"Forest" => [500,500]}
  class Scene_World_Map < SDK::Scene_Base
    MAP = "World Map"
    KEY  = (Input::A)
    PIXEL_MOVE = 10
    PIXEL_KEY  = 20
    ZOOM_KEY = (Input::CTRL)
    #-------------------------------------------------------------------------- 
    # * Object Initialization
    #--------------------------------------------------------------------------
    def main_variable
      super()
      @map = RPG::Cache.picture(MAP)
      @viewport = Viewport.new(200,0,440,480)
      @sprite = Sprite.new(@viewport)
      @sprite.bitmap = @map
      @sprite.visible = false
      @window_command = Command_Map.new
      @window_title = Window_Title.new
      @viewport_active = false
      @character_window = Window_Charcter.new
      @command   = Window_Command.new(360,["Go to Location", "Check in the map"])
      @command.visible = false
      @command.x = 240
      @command.y = 240-@command.height/2
    end
    #-------------------------------------------------------------------------- 
    # * Object Initialization
    #--------------------------------------------------------------------------
    def update
      super()
      if @viewport_active != true
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          return $scene = Scene_Map.new 
        end
        @sprite.visible = false
        if @window_command.index == @window_command.commands.size - 1
          if Input.trigger?(Input::C)
            $game_system.se_play($data_system.decision_se)
            @window_command.active = false
            @viewport_active = true
          end
        end
      else
        @sprite.visible = true
        if Input.trigger?(Input::B)
          $game_system.se_play($data_system.cancel_se)
          @window_command.active = true
          return @viewport_active = false 
        end
        pixel = PIXEL_MOVE
        pixel = PIXEL_KEY if Input.press?(KEY)
        #Player Input
        @viewport.ox -= pixel if Input.repeat?(Input::LEFT) or Input.trigger?(Input::LEFT)
        @viewport.ox += pixel if  Input.repeat?(Input::RIGHT) or Input.trigger?(Input::RIGHT)
        if Input.repeat?(Input::UP) or Input.trigger?(Input::UP)
          if Input.press?(ZOOM_KEY)
            @sprite.zoom_x  += 0.1
            @sprite.zoom_y  += 0.1
            @viewport.ox += (@sprite.zoom_x * 10 * @viewport.ox)/100 
            @viewport.oy += (@sprite.zoom_y * 10 * @viewport.oy)/100 
          else  
            @viewport.oy -= pixel
          end
        end
        if Input.repeat?(Input::DOWN) or Input.trigger?(Input::DOWN)
          if Input.press?(ZOOM_KEY)
            @sprite.zoom_x  -= 0.1
            @sprite.zoom_y  -= 0.1
            @viewport.ox -= (@sprite.zoom_x * 10 * @viewport.ox)/100 
            @viewport.oy -= (@sprite.zoom_y * 10 * @viewport.oy)/100 
          else  
            @viewport.oy += pixel
          end
        end
      end
      if @command.visible
        case @command.index
        when 0
        if Input.trigger?(Input::C)
          $game_system.se_play($data_system.decision_se)
          array = $game_system.map_coo[@window_command.commands[@window_command.index]]
          $game_temp.player_transferring = true
          $game_temp.player_new_map_id = array[0]
          $game_temp.player_new_x = array[1]
          $game_temp.player_new_y = array[2]
          $game_temp.player_new_direction = array[3]
          $scene = Scene_Map.new
          # Set transition processing flag
          $game_temp.transition_processing = true
          $game_temp.transition_name = ""
        end
        when 1
          if Input.trigger?(Input::C)
            $game_system.se_play($data_system.decision_se)
            @sprite.zoom_x = @sprite.zoom_y = 1.0
            return if  WMLocations[@window_command.commands[@window_command.index]].nil?
            @sprite.visible  = true
            @viewport_active = true
            @command.visible = false
            @viewport.ox = WMLocations[@window_command.commands[@window_command.index]][0]-210
            @viewport.oy = WMLocations[@window_command.commands[@window_command.index]][1]-240
          end
        end
      elsif Input.trigger?(Input::C) and not @window_command.index == @window_command.commands.size - 1
        $game_system.se_play($data_system.decision_se)
        @window_command.active = false
        @command.active = true
        @command.visible = true
      end          
    end
  end
  #=============================================================================
  # ** Game_System
  #-----------------------------------------------------------------------------
  #  This class handles data surrounding the system. Backround music, etc.
  #  is managed here as well. Refer to "$game_system" for the instance of 
  #  this class.
  #=============================================================================
  class Game_System
    attr_accessor :visited_maps,:map_coo
    alias cg1_wm_gm_init initialize
    def initialize
      cg1_wm_gm_init
      @visited_maps = []
      @map_coo      = {}
    end
  end
  #=============================================================================
  # ** Game_Map
  #-----------------------------------------------------------------------------
  #  This class handles the map. It includes scrolling and passable determining
  #  functions. Refer to "$game_map" for the instance of this class.
  #=============================================================================
  class Game_Map
    alias cg1_setup setup
    def setup(map_id)
      cg1_setup(map_id)
      data = load_data("Data/MapInfos.rxdata")
      if @map_id != FIRST_MAP_ID and data[@map_id].location?
        $game_system.visited_maps.push(data[@map_id].name)
        $game_system.map_coo[data[@map_id].name] = [@map_id,$game_temp.player_new_x,$game_temp.player_new_y,$game_player.direction] 
      elsif data[@map_id].location?
        $game_system.visited_maps.push(data[@map_id].name)
        $game_system.map_coo[data[@map_id].name] = [@map_id,$data_system.start_x,$data_system.start_x,2] 
      end
    end
  end
  #-----------------------------------------------------------------------------
  class RPG::MapInfo
    def name 
       return @name.gsub(/#{SIGN.to_s}/) {|a| ""}
    end
    def location?
      return @name.scan(/#{SIGN.to_s}/).size > 0
    end
  end  
#-------------------------------------------------------------------------- 
# Begin SDK Enabled Check
#--------------------------------------------------------------------------
  class Command_Map < Window_Command
    attr_accessor :commands
    def initialize
      @commands = nil
      @commands = $game_system.visited_maps|$game_system.visited_maps
      @commands.push("View World Map")
      super(200,@commands)
      self.height = 340
      self.y = 60
    end
  end
  #------------------------------------------------------------------------
  class Window_Title < Window_Base
    def initialize
      super(0,0,200,60)
      @text = "Where To:"
      self.contents = Bitmap.new(self.width - 32,self.height - 32)
      cx = self.contents.text_size(@text).width
      cy = self.contents.text_size(@text).height
      x  = (self.width-32)/2 - cx/2
      y  = (self.height-32)/2 - cy/2
      self.contents.draw_text(x,y,cx,cy,@text)
    end
  end
  #------------------------------------------------------------------------
  class Window_Charcter < Window_Base
    def initialize
      super(0,400,200,80)
      self.contents = Bitmap.new(self.width-32,self.height-32)
      a = 1
      $game_party.actors.each do |actor|
        return if a > 4
        bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
        cw = bitmap.width / 4
        ch = bitmap.height / 4
        #x =(self.width-32)/2) * a
        x = a * cw
        y = ch
        draw_actor_graphic(actor,x,y)
        a += 1
        actor = $game_party.actors[a]
      end
    end
  end
  #------------------------------------------------------------------------
end
 
Here you go.

Code:
#===============================================================================
# ** World Map System: Setup Module
#-------------------------------------------------------------------------------
# Author :   Chaosg1
# Version:   1.0
# Date   :   21-02-07
#===============================================================================

FIRST_MAP_ID  = 4
SIGN    = '•'   #the map name must contain this simbol. in default case *
#Not Necessary, but when you select a location it can show the locations in the world map.
WMLocations = {"Forest" => [500,500]}
class Scene_World_Map
  MAP = "World Map"
  KEY  = (Input::A)
  PIXEL_MOVE = 10
  PIXEL_KEY  = 20
  ZOOM_KEY = (Input::CTRL)
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(index = 0)
    @index = index
  end
  #-------------------------------------------------------------------------- 
  # * Object Initialization
  #--------------------------------------------------------------------------
  def main
    @map = RPG::Cache.picture(MAP)
    @viewport = Viewport.new(200,0,440,480)
    @sprite = Sprite.new(@viewport)
    @sprite.bitmap = @map
    @sprite.visible = false
    @window_command = Command_Map.new
    @window_title = Window_Title.new
    @viewport_active = false
    @character_window = Window_Charcter.new
    @command = Window_Command.new(360,["Go to Location", "Check in the map"])
    @command.index = 0
    @command.visible = false
    @command.x = 240
    @command.y = 240-@command.height/2
    @objects = [@viewport,@sprite,@window_command,@window_title,@character_window,@command]
    Graphics.transition
    while $scene == self
      Graphics.update
      Input.update
      @objects.each {|x| x.update}
      update
    end
    Graphics.freeze
    @objects.each {|object| object.dispose}
  end
  #-------------------------------------------------------------------------- 
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    if @viewport_active != true
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        return $scene = Scene_Map.new 
      end
      @sprite.visible = false
      if @window_command.index == @window_command.commands.size - 1
        if Input.trigger?(Input::C)
          $game_system.se_play($data_system.decision_se)
          @window_command.active = false
          @viewport_active = true
        end
      end
    else
      @sprite.visible = true
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        @window_command.active = true
        return @viewport_active = false 
      end
      pixel = PIXEL_MOVE
      pixel = PIXEL_KEY if Input.press?(KEY)
      #Player Input
      @viewport.ox -= pixel if Input.repeat?(Input::LEFT) or Input.trigger?(Input::LEFT)
      @viewport.ox += pixel if  Input.repeat?(Input::RIGHT) or Input.trigger?(Input::RIGHT)
      if Input.repeat?(Input::UP) or Input.trigger?(Input::UP)
        if Input.press?(ZOOM_KEY)
          @sprite.zoom_x  += 0.1
          @sprite.zoom_y  += 0.1
          @viewport.ox += (@sprite.zoom_x * 10 * @viewport.ox)/100 
          @viewport.oy += (@sprite.zoom_y * 10 * @viewport.oy)/100 
        else  
          @viewport.oy -= pixel
        end
      end
      if Input.repeat?(Input::DOWN) or Input.trigger?(Input::DOWN)
        if Input.press?(ZOOM_KEY)
          @sprite.zoom_x  -= 0.1
          @sprite.zoom_y  -= 0.1
          @viewport.ox -= (@sprite.zoom_x * 10 * @viewport.ox)/100 
          @viewport.oy -= (@sprite.zoom_y * 10 * @viewport.oy)/100 
        else  
          @viewport.oy += pixel
        end
      end
    end
    if @command.visible
      case @command.index
      when 0
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        array = $game_system.map_coo[@window_command.commands[@window_command.index]]
        $game_temp.player_transferring = true
        $game_temp.player_new_map_id = array[0]
        $game_temp.player_new_x = array[1]
        $game_temp.player_new_y = array[2]
        $game_temp.player_new_direction = array[3]
        $scene = Scene_Map.new
        # Set transition processing flag
        $game_temp.transition_processing = true
        $game_temp.transition_name = ""
      end
      when 1
        if Input.trigger?(Input::C)
          $game_system.se_play($data_system.decision_se)
          @sprite.zoom_x = @sprite.zoom_y = 1.0
          return if  WMLocations[@window_command.commands[@window_command.index]].nil?
          @sprite.visible  = true
          @viewport_active = true
          @command.visible = false
          @viewport.ox = WMLocations[@window_command.commands[@window_command.index]][0]-210
          @viewport.oy = WMLocations[@window_command.commands[@window_command.index]][1]-240
        end
      end
    elsif Input.trigger?(Input::C) and not @window_command.index == @window_command.commands.size - 1
      $game_system.se_play($data_system.decision_se)
      @window_command.active = false
      @command.active = true
      @command.visible = true
    end          
  end
end
#=============================================================================
# ** Game_System
#-----------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of 
#  this class.
#=============================================================================
class Game_System
  attr_accessor :visited_maps,:map_coo
  alias cg1_wm_gm_init initialize
  def initialize
    cg1_wm_gm_init
    @visited_maps = []
    @map_coo      = {}
  end
end
#=============================================================================
# ** Game_Map
#-----------------------------------------------------------------------------
#  This class handles the map. It includes scrolling and passable determining
#  functions. Refer to "$game_map" for the instance of this class.
#=============================================================================
class Game_Map
  alias cg1_setup setup
  def setup(map_id)
    cg1_setup(map_id)
    data = load_data("Data/MapInfos.rxdata")
    if @map_id != FIRST_MAP_ID and data[@map_id].location?
      $game_system.visited_maps.push(data[@map_id].name)
      $game_system.map_coo[data[@map_id].name] = [@map_id,$game_temp.player_new_x,$game_temp.player_new_y,$game_player.direction] 
    elsif data[@map_id].location?
      $game_system.visited_maps.push(data[@map_id].name)
      $game_system.map_coo[data[@map_id].name] = [@map_id,$data_system.start_x,$data_system.start_x,2] 
    end
  end
end
#-----------------------------------------------------------------------------
class RPG::MapInfo
  def name
    return @name.gsub(/#{SIGN.to_s}/) {|a| ""}
  end
  def location?
    return @name.scan(/#{SIGN.to_s}/).size > 0
  end
end  
#-------------------------------------------------------------------------- 
# Begin SDK Enabled Check
#--------------------------------------------------------------------------
class Command_Map < Window_Command
  attr_accessor :commands
  def initialize
    @commands = nil
    @commands = $game_system.visited_maps|$game_system.visited_maps
    @commands.push("View World Map")
    super(200,@commands)
    self.height = 340
    self.y = 60
  end
end
#------------------------------------------------------------------------
class Window_Title < Window_Base
  def initialize
    super(0,0,200,60)
    @text = "Where To:"
    self.contents = Bitmap.new(self.width - 32,self.height - 32)
    cx = self.contents.text_size(@text).width
    cy = self.contents.text_size(@text).height
    x  = (self.width-32)/2 - cx/2
    y  = (self.height-32)/2 - cy/2
    self.contents.draw_text(x,y,cx,cy,@text)
  end
end
#------------------------------------------------------------------------
class Window_Charcter < Window_Base
  def initialize
    super(0,400,200,80)
    self.contents = Bitmap.new(self.width-32,self.height-32)
    a = 1
    $game_party.actors.each do |actor|
      return if a > 4
      bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
      cw = bitmap.width / 4
      ch = bitmap.height / 4
      #x =(self.width-32)/2) * a
      x = a * cw
      y = ch
      draw_actor_graphic(actor,x,y)
      a += 1
      actor = $game_party.actors[a]
    end
  end
end
 
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