l0rdph0enix
Member
Ok this one was made in a joint effort by Myself, KHMP and Gando. This is a combination system.
DEMO
ScreenShot
Things you will need:
1 empty common event
1 empty variable
1 switch
2 png's
1 empty script
Step 1:
Take your empty common event and your empty variable and mix them together with 2 conditional branch and 1 wait.
Once you've mixed them together it should look like this.
====================================================
|| {Hunger System Core} {Paralleled} {Hunger Switch} ||
||=================================================||
|| Control Variables:[01] -= 2 ||
|| Conditional Branch: Variable [01] >= 101 ||
|| Control Variable:[01] = 100 ||
|| ||
|| Branch End ||
|| Conditional Branch:[01] <= 0 ||
|| Change HP: Entire Party, -5 ||
|| Branch End ||
|| Wait:60 frame(s) ||
====================================================
What we've done here is made the Hunger System Core run Parallel to a switch we've called Hunger. What we've also did was name a Variable Hunger. Every 60 frames 2 points will be subtracted from the Variable Hunger. If the Variable Hunger is equal to or greater then 101 then we set it back to 100. Sorry but you can't give your 110% in eating. We've also told it that if Variable Hunger is less then or equal to 0 to subtract 5 health points from the Entire Party. That pretty much means you're starving to death. Since this common event is paralleled it'll always run so long as it's switch is on. Now I bet you're wondering how we're going to show the player how hunger they are without showing a text box every 60 frames. Well that's where STEP 2 comes in.
Step 2:
You need this script
This script is compatible with everything I think. Least it should be. You will however need those 2 png's I mentioned earlier for this. Since instead of this hud writing the text of how hunger you are, it shows it in a picture and how full the picture is.
These are the two pictures I use. Just put them in your Graphics/Pictures folder and the script does the rest.
Ok now you're asking yourself "Ok I'm starving, where am I gonna get something to eat?" Don't get your undies in a bunch. Just make the different foods you want in the database in Items and link em to their own common event that adds so much to the Hunger variable. Since I have a cooking skill in my game the player can cook and eat his or her own food :thumb:. You don't have to make any food or common events to do this, just treat it like any other variable in the game.
Credits would be nice to all three of us if you use this thanks and Good Luck.
Oh and if you need any help with it just post it in this topic.
DEMO
ScreenShot
http://i27.tinypic.com/ih8hs6.png[/img]
Things you will need:
1 empty common event
1 empty variable
1 switch
2 png's
1 empty script
Step 1:
Take your empty common event and your empty variable and mix them together with 2 conditional branch and 1 wait.
Once you've mixed them together it should look like this.
====================================================
|| {Hunger System Core} {Paralleled} {Hunger Switch} ||
||=================================================||
|| Control Variables:[01] -= 2 ||
|| Conditional Branch: Variable [01] >= 101 ||
|| Control Variable:[01] = 100 ||
|| ||
|| Branch End ||
|| Conditional Branch:[01] <= 0 ||
|| Change HP: Entire Party, -5 ||
|| Branch End ||
|| Wait:60 frame(s) ||
====================================================
What we've done here is made the Hunger System Core run Parallel to a switch we've called Hunger. What we've also did was name a Variable Hunger. Every 60 frames 2 points will be subtracted from the Variable Hunger. If the Variable Hunger is equal to or greater then 101 then we set it back to 100. Sorry but you can't give your 110% in eating. We've also told it that if Variable Hunger is less then or equal to 0 to subtract 5 health points from the Entire Party. That pretty much means you're starving to death. Since this common event is paralleled it'll always run so long as it's switch is on. Now I bet you're wondering how we're going to show the player how hunger they are without showing a text box every 60 frames. Well that's where STEP 2 comes in.
Step 2:
You need this script
Code:
#==============================================================================
# Hunger_Hud
#------------------------------------------------------------------------------
# By: L0rdPh0enix
# Helped by: Khmp, Gando
# 5/4/2008
#------------------------------------------------------------------------------
#==============================================================================
HUD_SWITCH = 1
Variablehunger = 1
class Hunger_Hud < Window_Base
Max_Hunger = 100
Hunger_Bar = 'Hunger_100'
Hunger_Empty = 'Hunger_0'
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize
super(151, 0, 96, 61)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 200
self.visible = false
@hunger_bar = Bitmap.new('Graphics/Pictures/' + Hunger_Bar)
@empty_bar = Bitmap.new('Graphics/Pictures/' + Hunger_Empty)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
reset_variables
# How full are we?
percent = [@variablehunger / Max_Hunger.to_f, 1.0].min
bar_width = (@hunger_bar.width * percent).to_i
# First clear the bar's position. Draw the old bar first
self.contents.blt(0, 3, @empty_bar,
Rect.new(0, 0, @empty_bar.width, @empty_bar.height))
# Now draw the bar.
self.contents.blt(0, 3, @hunger_bar,
Rect.new(0, 0, bar_width, @hunger_bar.height))
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super()
@hunger_bar.dispose unless @hunger_bar.disposed?
@empty_bar.dispose unless @empty_bar.disposed?
end
def reset_variables
@variablehunger = $game_variables[Variablehunger]
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
refresh if @variablehunger != $game_variables[Variablehunger]
end
end
#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map
alias hungerhud_main main
alias hungerhud_update update
def main
@hungerhud = Hunger_Hud.new
hungerhud_main
@hungerhud.dispose
end
def update
if $game_switches[HUD_SWITCH]
@hungerhud.visible = true
else
@hungerhud.visible = false
end
@hungerhud.update
hungerhud_update
end
end
This script is compatible with everything I think. Least it should be. You will however need those 2 png's I mentioned earlier for this. Since instead of this hud writing the text of how hunger you are, it shows it in a picture and how full the picture is.
These are the two pictures I use. Just put them in your Graphics/Pictures folder and the script does the rest.
http://i30.tinypic.com/2gwi0du.png[/img] << starving
http://i30.tinypic.com/24vsjl5.png[/img]<< full
http://i30.tinypic.com/24vsjl5.png[/img]<< full
Ok now you're asking yourself "Ok I'm starving, where am I gonna get something to eat?" Don't get your undies in a bunch. Just make the different foods you want in the database in Items and link em to their own common event that adds so much to the Hunger variable. Since I have a cooking skill in my game the player can cook and eat his or her own food :thumb:. You don't have to make any food or common events to do this, just treat it like any other variable in the game.
Credits would be nice to all three of us if you use this thanks and Good Luck.
Oh and if you need any help with it just post it in this topic.