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Jet's Code Snippets

Jet10985's code snippets

Introduction

This is my collection of code snippets i make for fun. I just release to the public in case they want them or see them as handy. This is not a shop, don't ask me to write you a snippet. I write these in my spare time and therefore, requests ruin my fun.

List

Here is a list of all my snippets here, useful more so when i get more. Descriptions for snippets can be found here in the list.

Code:
WindowSkin Snippet: This lets you have custom windowskins for every default window in the program.

 

Hide Text Box Snippet: This lets you make a text box that can be hidden, then brought back up by the player.

 

Run/Guard Hotkey: This lets you assign a button for quick access in battle that lets the player guard, or run.

 

Run/Guard Hotkey ATB Version: Does the same as the above, except works only with ATB.

 

Aliased Load Menu Option: It adds a Load menu option for quick loading.

 

Speed Save: This lets you assign a button to bring up the save menu quickly.

 

Extra Windows: This adds extra windows to the main menu, decided by you.

 

Parameter Icons: This adds icons next to parameters. Not yet compatible with Enelvon’s luck and resistance scripts.

 

Success Bar: This lets you create a bar of success that can turn switches on/off. 

 

Change Actor Options: This allows you to change actor options like super guard or two swords style.

 

No Actor EXP: This allows you to define actors that cannot gain exp for some reason or another.

 

Change Windowskin: This lets you change the windowskin will in-game with a simple script call.

 

Cheat System: This lets you add a cheat system to your game.

The Snippets


Windowskin snippet:
[rgss] #===============================================================================
# WindowSkin Snippet
# By Jet10985
#===============================================================================
# This snippet allows you to change the windowskin of every default window in
# the program.
# This script has: A lot of customization options.
#===============================================================================
# This script is not open for distribution to other sites without permission
# from me, Jet10985. Please credit me if you use this script, for aliasing is
# slightly difficult, and you probably couldn't do it unless your cool
# like scripters are. Make sure that the new windowskin is not called window
# because that would replace the default skin, unless that's what you wanted.
# Also make sure the new windowskin is in the Graphics/System folder
#===============================================================================
 
module Windowskins
 
# This Window is what is shown in the main menu containing player info.
MENU_STATUS_SKIN = "window"
 
# This the windows that has menu commands like "items, skills, equip"
MENU_COMMAND_SKIN = "window"
 
# This is the window that appears when you click game end in the menu.
GAME_END_SKIN = "window"
 
# This is the status screen window. That's self explanatory.
STATUS_SCREEN_SKIN = "window"
 
# This is the window text in shown in from events.
MESSAGE_SKIN = "window"
 
# This is the window that shows items in the inventory.
ITEM_SKIN = "window"
 
# This shows what the item does/it's desciption
ITEM_DESCRIPTION_SKIN = "window"
 
# This is the window shown when you have to select what actor to use the item on
ITEM_USE_SKIN = "window"
 
# This shows what the actor has equipped
EQUIP_SKIN = "window"
 
# This shows the actors parameter changes in the equip screen
EQUIP_STATUS_SKIN = "window"
 
# This shows all the items the player can equip
EQUIP_LIST_SKIN = "window"
 
# This shows the weapon/armor description.
EQUIP_DESCRIPTION_SKIN = "window"
 
# This shows the actors details on the skill screen.
SKILL_SKIN = "window"
 
# This shows all the skills the actor has to use.
SKILL_LIST_SKIN = "window"
 
# This shows the skills description
SKILL_DESCRIPTION_SKIN = "window"
 
# This is the window shown when you have to select what actor to use the skill on
SKILL_USE_SKIN = "window"
 
# This window shows how much gold you have.
GOLD_SKIN = "window"
 
# This is the left half of the debug screen.
DEBUG_LEFT_SKIN = "window"
 
# This is the right half of the debug screen.
DEBUG_RIGHT_SKIN = "window"
 
# This is the other window in the debug screen, below the right half.
DEBUG_DESCRIPTION_SKIN = "window"
 
# This is the window that holds the letters you can choose from in name input
NAME_INPUT_SKIN = "window"
 
# This shows the actors current name in name input
NAME_EDIT_SKIN = "window"
 
# This window is what pops-up when you have a number input.
NUMBER_INPUT_SKIN = "window"
 
# This window is when a text box is hsown in battle. Different then TEXT_SKIN.
BATTLE_MESSAGE_SKIN = "window"
 
# This shows actor's names, hp, and mp in battle
BATTLE_STATUS_SKIN = "window"
 
# This shows the options in battle "attack, skill, guard, item"
BATTLE_COMMAND_SKIN = "window"
 
# This shows the items to choose from in battle.
BATTLE_ITEM_SKIN = "window"
 
# This shows the skills to choose from in battle
BATTLE_SKILL_SKIN = "window"
 
# This shows the description of items/skills in battle.
BATTLE_DESCRIPTION_SKIN = "window"
 
# This shows the options of "fight, run" at the beginning of battle
PARTY_COMMAND_SKIN = "window"
 
# This windows shows what enemy you are targeting
TARGET_ENEMY_SKIN = "window"
 
# This shows items to buy in the shop
SHOP_BUY_SKIN = "window"
 
# This shows items to sell in the shop
SHOP_SELL_SKIN = "window"
 
# This shows the amount of items to buy/sell in the shop
SHOP_NUMBER_SKIN = "window"
 
# This shows actors parameters in the shop.
SHOP_STATUS_SKIN = "window"
 
# This shows the command in the shop "buy, sell, cancel"
SHOP_COMMAND_SKIN = "window"
 
# This is shown when in the shop, but not in the buy/sell menus
SHOP_IDLE_SKIN = "window"
 
# This shows the description of items in shops.
SHOP_DESCRIPTION_SKIN = "window"
 
# This is the window that you can choose save files from.
SAVE_SKIN = "window"
 
# This shows the description of the save file.
SAVE_DESCRIPTION_SKIN = "window"
 
# This is the window t the beggining of starting a game "new game, continue"
TITLE_CHOICE_SKIN = "window"
 
end
 
#===============================================================================
# There is no need to edit further unless you know what you are doing.
# If you've got any errors, check to see if you spelled the name of the
# custom windowskin correctly. An underscore and capital letter in the wrong
# place can cause a error.
#===============================================================================
 class Window_Base < Window
    alias jets_little_script_initialize_window_base :initialize unless $@
    def initialize(*args)
      jets_little_script_initialize_window_base(*args)
      if $scene.is_a?(Scene_Shop)
      self.windowskin = Cache.system(Windowskins::SHOP_IDLE_SKIN)
      elsif $scene.is_a?(Scene_Debug)
      self.windowskin = Cache.system(Windowskins::DEBUG_DESCRIPTION_SKIN)
      elsif
      self.windowskin = Cache.system("Window")
      end
    end
end
#===============================================================================
class Window_Selectable
 
  alias jet8912_initialize initialize unless $@
  def initialize(*args)
    jet8912_initialize(*args)
    if $scene.is_a?(Scene_End)
      self.windowskin = Cache.system(Windowskins::GAME_END_SKIN)
    end
    if $scene.is_a?(Scene_Menu)
      self.windowskin = Cache.system(Windowskins::MENU_COMMAND_SKIN)
    end
    if $scene.is_a?(Scene_Title)
      self.windowskin = Cache.system(Windowskins::TITLE_CHOICE_SKIN)
    end
  end
end
#===============================================================================
class Window_Help
 
  alias jet6384_initialize initialize unless $@
  def initialize
    jet6384_initialize
    if $scene.is_a?(Scene_Equip)
      self.windowskin = Cache.system(Windowskins::EQUIP_DESCRIPTION_SKIN)
    end
    if $scene.is_a?(Scene_Skill)
      self.windowskin = Cache.system(Windowskins::SKILL_DESCRIPTION_SKIN)
    end
    if $scene.is_a?(Scene_Item)
      self.windowskin = Cache.system(Windowskins::ITEM_DESCRIPTION_SKIN)
    end
    if $scene.is_a?(Scene_File)
      self.windowskin = Cache.system(Windowskins::SAVE_DESCRIPTION_SKIN)
    end
    if $scene.is_a?(Scene_Shop)
      self.windowskin = Cache.system(Windowskins::SHOP_DESCRIPTION_SKIN)
    end
    if $scene.is_a?(Scene_Battle)
      self.windowskin = Cache.system(Windowskins::BATTLE_DESCRIPTION_SKIN)
    end
  end
end
#===============================================================================
class Window_Gold
 
  alias jet2944_initialize initialize unless $@
  def initialize(*args)
    jet2944_initialize(*args)
    self.windowskin = Cache.system(Windowskins::GOLD_SKIN)
  end
end
#===============================================================================
class Window_MenuStatus
 
  alias jet3794_initialize initialize unless $@
  def initialize(*args)
    jet3794_initialize(*args)
    if $scene.is_a?(Scene_Item)
      self.windowskin = Cache.system(Windowskins::ITEM_USE_SKIN)
    end
    if $scene.is_a?(Scene_Menu)
      self.windowskin = Cache.system(Windowskins::MENU_STATUS_SKIN)
    end
    if $scene.is_a?(Scene_Skill)
      self.windowskin = Cache.system(Windowskins::SKILL_USE_SKIN)
    end
  end
end
#===============================================================================
class Window_Item
 
  alias jet4759_initialize initialize unless $@
  def initialize(*args)
    jet4759_initialize(*args)
    if $scene.is_a?(Scene_Equip)
      self.windowskin = Cache.system(Windowskins::EQUIP_LIST_SKIN)
    end
    if $scene.is_a?(Scene_Item)
      self.windowskin = Cache.system(Windowskins::ITEM_SKIN)
    end
    if $scene.is_a?(Scene_Shop)
      self.windowskin = Cache.system(Windowskins::SHOP_SELL_SKIN)
    end
    if $scene.is_a?(Scene_Battle)
      self.windowskin = Cache.system(Windowskins::BATTLE_ITEM_SKIN)
    end
  end
end
#===============================================================================
class Window_Skill
 
  alias jet1983_initialize initialize unless $@
  def initialize(*args)
    jet1983_initialize(*args)
    if $scene.is_a?(Scene_Battle)
      self.windowskin = Cache.system(Windowskins::BATTLE_SKILL_SKIN)
    elsif
      self.windowskin = Cache.system(Windowskins::SKILL_LIST_SKIN)
    end
  end
end
#===============================================================================
class Window_SkillStatus
 
  alias jet2739_initialize initialize unless $@
  def initialize(*args)
    jet2739_initialize(*args)
    self.windowskin = Cache.system(Windowskins::SKILL_SKIN)
  end
end
#===============================================================================
class Window_Equip
 
  alias jet2344_initialize initialize unless $@
  def initialize(*args)
    jet2344_initialize(*args)
    self.windowskin = Cache.system(Windowskins::EQUIP_SKIN)
  end
end
#===============================================================================
class Window_EquipStatus
 
  alias jet2848_initialize initialize unless $@
  def initialize(*args)
    jet2848_initialize(*args)
    self.windowskin = Cache.system(Windowskins::EQUIP_STATUS_SKIN)
  end
end
#===============================================================================
class Window_Status
 
  alias jet4749_initialize initialize unless $@
  def initialize(*args)
    jet4749_initialize(*args)
    self.windowskin = Cache.system(Windowskins::STATUS_SCREEN_SKIN)
  end
end
#===============================================================================
class Window_SaveFile
 
  alias jet2739_initialize initialize unless $@
  def initialize(*args)
    jet2739_initialize(*args)
    self.windowskin = Cache.system(Windowskins::SAVE_SKIN)
  end
end
#===============================================================================
class Window_ShopBuy
 
  alias jet1224_initialize initialize unless $@
  def initialize(*args)
    jet1224_initialize(*args)
    self.windowskin = Cache.system(Windowskins::SHOP_BUY_SKIN)
  end
end
#===============================================================================
class Window_ShopNumber
 
  alias jet5696_initialize initialize unless $@
  def initialize(*args)
    jet5696_initialize(*args)
    self.windowskin = Cache.system(Windowskins::SHOP_NUMBER_SKIN)
  end
end
#===============================================================================
class Window_ShopStatus
 
  alias jet9999_initialize initialize unless $@
  def initialize(*args)
    jet9999_initialize(*args)
    self.windowskin = Cache.system(Windowskins::SHOP_STATUS_SKIN)
  end
end
#===============================================================================
class Window_NameEdit
 
  alias jet8888_initialize initialize unless $@
  def initialize(*args)
    jet8888_initialize(*args)
    self.windowskin = Cache.system(Windowskins::NAME_EDIT_SKIN)
  end
end
#===============================================================================
class Window_NameInput
 
  alias jet7777_initialize initialize unless $@
  def initialize(*args)
    jet7777_initialize(*args)
    self.windowskin = Cache.system(Windowskins::NAME_INPUT_SKIN)
  end
end
#===============================================================================
class Window_Message
 
  alias jet6666_initialize initialize unless $@
  def initialize
    jet6666_initialize
    if $scene.is_a?(Scene_Battle)
      self.windowskin = Cache.system(Windowskins::BATTLE_MESSAGE_SKIN)
    elsif
      self.windowskin = Cache.system(Windowskins::MESSAGE_SKIN)
    end
  end
end
#===============================================================================
class Window_PartyCommand
 
  alias jet5555_initialize initialize unless $@
  def initialize
    jet5555_initialize
    self.windowskin = Cache.system(Windowskins::PARTY_COMMAND_SKIN)
  end
end
#===============================================================================
class Window_ActorCommand
 
  alias jet4444_initialize initialize unless $@
  def initialize
    jet4444_initialize
    self.windowskin = Cache.system(Windowskins::BATTLE_COMMAND_SKIN)
  end
end
#===============================================================================
class Window_TargetEnemy
 
  alias jet3333_initialize initialize unless $@
  def initialize
    jet3333_initialize
    self.windowskin = Cache.system(Windowskins::TARGET_ENEMY_SKIN)
  end
end
#===============================================================================
class Window_BattleStatus
 
  alias jet2222_initialize initialize unless $@
  def initialize
    jet2222_initialize
    self.windowskin = Cache.system(Windowskins::BATTLE_STATUS_SKIN)
  end
end
#===============================================================================
class Window_DebugLeft
 
  alias jet1111_initialize initialize unless $@
  def initialize(*args)
    jet1111_initialize(*args)
    self.windowskin = Cache.system(Windowskins::DEBUG_LEFT_SKIN)
  end
end
#===============================================================================
class Window_DebugRight
 
  alias jet0000_initialize initialize unless $@
  def initialize(*args)
    jet0000_initialize(*args)
    self.windowskin = Cache.system(Windowskins::DEBUG_RIGHT_SKIN)
  end
end
[/rgss]

Hide Text Box:
[rgss] #===============================================================================
# Hide Text Box Snippet
# By Jet10985
# Original Code by Piejamas
#===============================================================================
# This snippet allows you to add scenes where the player can hide the textbox
# to maybe look at a picture then bring the box back up.
# This script has: 2 customization options.
#===============================================================================
 
module Hide
 
  ACTIVATION_SWITCH = 5 # This is the switch that allows the player to hide the box
 
  TRIGGER = Input::F8 # This is the button that needs to be pressed to hide the box
 
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
 
class Window_Message
 
  include Hide
 
  alias jet7535_base_update update unless $@
  def update
    jet7535_base_update
    unless $scene.is_a?(Scene_Battle)
    if $game_switches[ACTIVATION_SWITCH] && Input.trigger?(TRIGGER)
      if self.visible
        self.visible = false
      elsif
        self.visible = true
      end
      Sound.play_cursor
      end
    end
  end
   
  def input_pause
    if Input.trigger?(Input::B) or Input.trigger?(Input::C)
      if self.visible
      self.pause = false
        if @text != nil && !@text.empty?
          new_page if @line_count >= MAX_LINE
        else
          terminate_message
        end
      end
    end
  end
end
[/rgss]

Run/Guard Hotkey:
[rgss] #===============================================================================
# Run/Guard Hotkey Snippet
# By Jet10985
#===============================================================================
# This snippet allows you to add a hotkey type system to let players have a
#  handy button to automaticly run or guard. Cannot use with ATB.
# This script has: 2 customization options.
#===============================================================================
 
module Hotkey
   
    GUARD_BUTTON = Input::F5  # This is what button is set to make you guard.
   
    RUN_BUTTON = Input::F6 # This is what button is set to make you run.
 
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Scene_Battle < Scene_Base
   
  include Hotkey
   
  alias jet2847_update_actor_command_selection update_actor_command_selection unless $@
  def update_actor_command_selection
    jet2847_update_actor_command_selection
    if Input.trigger?(GUARD_BUTTON)
      Sound.play_decision
      @active_battler.action.set_guard
      next_actor
    end
    if Input.trigger?(RUN_BUTTON)
      if !$game_troop.can_escape
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      process_escape
    end
  end
end
[/rgss]

Run/Guard Hotkey ATB version:
[rgss] #===============================================================================
# Run/Guard Hotkey Snippet, ATB version
# By Jet10985
#===============================================================================
# This snippet allows you to add a hotkey type system to let players have a
#  handy button to automaticly run or guard. Only to be used with ATB.
# This script has: 2 customization options.
#===============================================================================
 
module Hotkey
   
    GUARD_BUTTON = Input::F5  # This is what button is set to make you guard.
   
    RUN_BUTTON = Input::F6 # This is what button is set to make you run.
 
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
  class Scene_Battle < Scene_Base
   
    include Hotkey
   
  alias jet2847_update_actor_command_selection update_actor_command_selection unless $@
  def update_actor_command_selection
    jet2847_update_actor_command_selection
    if Input.trigger?(GUARD_BUTTON)
      Sound.play_decision
      @commander.action.set_guard
      end_command
    end
    if Input.trigger?(RUN_BUTTON)
      if !$game_troop.can_escape
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      process_escape
    end
  end
end
[/rgss]

Alias Load Menu Option:
[rgss] #===============================================================================
# Aliased Load Menu Option Snippet v.2
# By Jet10985
# Thanks to: Woratana
#===============================================================================
# This snippet adds a load option to the main menu for quick loading.
# This script has: 2 customization options.
#===============================================================================
# To disable the load menu access use this command in the "script" event command
# change_load_access(option)
# option can equal either: true or false
# true disables the load menu, false activates it.
#===============================================================================
 
module Load
 
  LOAD_NAME = "Load" # This is the name of the load option
 
  MENU_INDEX = 5 #This is where to add the load menu as a option
 
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Game_System
 
    attr_accessor :load_disabled
   
end
 
class Game_Interpreter
 
  def change_load_access(option)
    $game_system.load_disabled = option
  end
end
 
class Window_Command < Window_Selectable
    alias jet4569_initialize initialize unless $@
    alias jet9374_draw_item draw_item unless $@
 
  def initialize(*args)
    @disabled_commands = []
    jet4569_initialize(*args)
  end
 
  def draw_item(*args)
    jet9374_draw_item(*args)
    @disabled_commands[args[0]] = args[1].nil? || args[1] ? nil : true
  end
 
  def ins_command(index, text)
    @commands.insert(index, text)
    @disabled_commands.insert(index, nil)
    old_disabled_commands = @disabled_commands.dup
    self.height = (@commands.size + @column_max - 1) / @column_max * WLH + 32
    @item_max = @commands.size
    create_contents            
    refresh                    
    old_disabled_commands.each_index do |i|
      if !old_disabled_commands.nil?
        draw_item(i, false)    
      end
    end
  end
 
  def add_command(text)
    ins_command(@commands.size, text)
  end
end
 
class Scene_Menu < Scene_Base  
 
  include Load
 
    def sort_newcommand
      @sorted_command ||= []
      newcommand = @newcommand - @sorted_command
      newcommand.sort.each {|i| @menu_index += 1 if @menu_index >= i }
      @command_window.index = @menu_index
      @sorted_command = @sorted_command + @newcommand
    end
   
    alias jet6993_create_command_window create_command_window unless $@
    def create_command_window(*args)
      jet6993_create_command_window(*args)
      @command_window.ins_command(MENU_INDEX, LOAD_NAME)
      @newcommand ||= []
      @newcommand << MENU_INDEX
      sort_newcommand
      if $game_system.load_disabled            
        @command_window.draw_item(MENU_INDEX, false)
      end
    end
   
    alias jet3943_update_command_selection update_command_selection unless $@
    def update_command_selection(*args)
      @menucomorpg_change = false
      if Input.trigger?(Input::C) && @command_window.index == MENU_INDEX
        if $game_system.load_disabled
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      $scene = Scene_File.new(false, false, false)
      else
        if Input.trigger?(Input::C) && @command_window.index >
        MENU_INDEX
          @command_window.index -= 1
          @menucomorpg_change = true
        end
        jet3943_update_command_selection(*args)
      end
      @command_window.index += 1 if @menucomorpg_change
    end
   
    alias jet3446_update_actor_selection update_actor_selection unless $@
    def update_actor_selection(*args)
      @menucomorpg_change = false
      if Input.trigger?(Input::C) && @command_window.index >
      MENU_INDEX
        @command_window.index -= 1
        @menucomorpg_change = true
      end
      jet3446_update_actor_selection(*args)
      @command_window.index += 1 if @menucomorpg_change
    end
  end
[/rgss]

Speed Save:
[rgss] #===============================================================================
# Speed Save Option Snippet
# By Jet10985
#===============================================================================
# This snippet adds a hotkey to open the save menu quickly on the map.
# This script has: 1 customization option.
#===============================================================================
 
module Speed_Save
 
  COMMAND_BUTTON = Input::F7 # This is what button is set to make you save.
 
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Scene_Map < Scene_Base
 
  include Speed_Save
 
  alias jet2228_update update unless $@
  def update
    jet2228_update
    update_save
  end
 
  def update_save
    if Input.trigger?(COMMAND_BUTTON)
      if $game_system.save_disabled
        Sound.play_buzzer
      else
        $scene = Scene_File.new(true, false, false)
      end
    end
  end
end
[/rgss]

Extra Windows:
[rgss] #===============================================================================
# Extra Windows Snippet
# By Jet10985
# Inspired by Modern Algebra
#===============================================================================
# This snippet allows you to add more windows to the main menu that will give
# the player more detail into what they have accomplished while playing.
# This script has: 5 customization options.
#===============================================================================
 
module Extra_Window
 
  GOLD_ICON = 147  # The icon that appears in the gold window
  PLAY_TIME_ICON = 188  # The icon that appears in the PlayTime window      
  STEP_COUNTER_ICON = 48 # The icon that appears in the Step Counter window      
  LOCATION_ICON = 153 # The icon that appears in the Location window
 
  #---------------------------------------------------------------------------
  # Here is where you decide what windows actually appear. Here is the list:
  # You can input numbers 0, 1, 2, and 3. always have a comma and space
  # between numbers.
  # 0 = Gold Window
  # 1 = StepCount Window
  # 2 = Location Window
  # 3 = PlayTime Window
  #---------------------------------------------------------------------------
  EXTRA_WINDOWS = [0, 2]
 
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Game_System
 
  include Extra_Window
 
  attr_reader :extra_windows
 
  alias jet7812_initialize initialize unless $@
  def initialize(*args)
    @extra_windows = EXTRA_WINDOWS
    jet7812_initialize(*args)
  end
end
#-------------------------------------------------------------------------------
class Game_Interpreter
 
  def add_optional_window(id)
    $game_system.extra_windows.push(id) unless $game_system.extra_windows.include?(id)
  end
 
  def remove_optional_window(id)
    $game_system.extra_windows.delete(id)
  end
end
#-------------------------------------------------------------------------------
class Window_PlayTime < Window_Base
 
  include Extra_Window
 
  def initialize(x, y)
    super(x, y, 160, 32 + WLH)
    refresh
  end
 
  def refresh
    self.contents.clear
    x, qe = 0, contents.width
    if PLAY_TIME_ICON >= 0
      draw_icon(PLAY_TIME_ICON, x, 0)
      x += 24
      qe -= 24
    end
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, 0, qe, WLH, text, 2)
  end
 
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#-------------------------------------------------------------------------------
class Window_StepCount < Window_Base
 
  include Extra_Window
 
  def initialize(x, y)
    super(x, y, 160, 32 + WLH)
    x, qe = 0, contents.width
    if STEP_COUNTER_ICON >= 0
      draw_icon (STEP_COUNTER_ICON, x, 0)
      x += 24
      qe -= 24
    end
    contents.font.color = normal_color
    contents.draw_text (x, 0, qe, WLH, $game_party.steps.to_s, 2)
  end
end
#-------------------------------------------------------------------------------
class Window_Gold
 
  include Extra_Window
 
  def draw_currency_value(value, x, y, width, *args)
    if GOLD_ICON >= 0
      draw_icon(GOLD_ICON, x, y)
      x += 24
      width -= 24
    end
    super(value, x, y, width, *args)
  end
end
#-------------------------------------------------------------------------------
class Window_Location < Window_Base
 
  include Extra_Window
 
  def initialize(x, y)
    height = 32 + WLH
    y -= height
    super(x, y, 160, height)
    x, qe = 0, contents.width
    if LOCATION_ICON >= 0
      draw_icon(LOCATION_ICON, x, 0)
      x += 24
      qe -= 24
    end
    map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name
    contents.font.color = normal_color
    contents.draw_text(x, 0, qe, WLH, map_name, 2)
  end
end
#-------------------------------------------------------------------------------
class Scene_Menu < Scene_Base
 
  alias jet5839_start start unless $@
  def start
    jet5839_start
    create_extra_windows
  end
 
  alias jet2039_terminate terminate unless $@
  def terminate
    jet2039_terminate
    @extra_windows.each { |window| window.dispose }
  end
 
  alias jet1099_update update unless $@
  def update
    jet1099_update
    if $game_system.extra_windows.include?(1)
      @extra_windows[$game_system.extra_windows.index(1)].update
    end
  end
 
  def create_extra_windows
    y = Graphics.height
    @extra_windows = []
    $game_system.extra_windows.each { |i|
      window = extra_window(i)
      y -= window.height
      window.y = y
      @extra_windows.push(window)
    }
  end
 
  def extra_window(index)
    return case index
    when 0 then Window_Gold.new(0, 0)
    when 1 then Window_StepCount.new(0, 0)
    when 2 then Window_Location.new(0, 0)
    when 3 then Window_PlayTime.new(0, 0)
    end
  end
end  
[/rgss]

Parameter Icons:
[rgss] #===============================================================================
# Parameter Icons Snippet
# By Jet10985
#===============================================================================
# This snippet allows you to add icons next to parameter names whenever they are
# shownn in windows. Currently Incompatable with Enelvon's Luck and Resistance.
# This script has: 4 customization options.
#===============================================================================
 
 
module ParamIcons
 
  ATK_ICON = 132 # Icon shown next to Attack
 
  DEF_ICON = 52 # Icon shown next to Defence
 
  AGI_ICON = 48 # Icon shown next to Agility
 
  SPI_ICON = 133 # Icon shown next to Spirit
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Window_Base < Window
 
def draw_actor_parameter(actor, x, y, type)
     case type
    when 0
      parameter_name = Vocab::atk
      parameter_value = actor.atk
      parameter_icon = ParamIcons::ATK_ICON
    when 1
      parameter_name = Vocab::def
      parameter_value = actor.def
      parameter_icon = ParamIcons::DEF_ICON
    when 2
      parameter_name = Vocab::spi
      parameter_value = actor.spi
      parameter_icon = ParamIcons::SPI_ICON
    when 3
      parameter_name = Vocab::agi
      parameter_value = actor.agi
      parameter_icon = ParamIcons::AGI_ICON
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, WLH, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, WLH, parameter_value, 2)
    self.draw_icon(parameter_icon, x - 25, y)
  end
end
[/rgss]

Success Bar:
[rgss] #===============================================================================
# Success Bar Snippet
# By Jet10985
# Original Code by DarkLich (Reinorpg.com)
#===============================================================================
# This snippet allows you to call a success bar, a bar with an area of success
# you have to hit by pressing the designated button.
# This script has: 4 customization options.
#===============================================================================
# To create a success bar., you should use the command 'call script' with
# Following code ==>> $scene = Scene_Bar.new(F, S, B, X, W)
# F = How fast the targeter takes to go across the entire bar.
# S = This is what switch wll be turned on/off if they succeed.
# B = This is what switch will be turn on/off if they fail. Set to 0 if not wanted.
# X = Where the success area is located.
# W = How wide the success area is.
#===============================================================================
 
module SuccessBar
 
  BACK_COLOR = Color.new(255, 255, 255) # The color of the bar background.
 
  SUCCESS_AREA_COLOR = Color.new(0, 255, 0) # The color of the area of success.
 
  TARGETER_COLOR = Color.new(255, 0, 0) # The color of the targeter.
 
  INPUT_BUTTON = Input::C # The button you have to press to stop the targetter.
 
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Window_Bar < Window_Base
 
  include SuccessBar
 
  attr_accessor :rx
 
  def initialize(xa, barwidth)
    super(152, 192, 282, 50)
    self.opacity = 0
    @rx = 0
    @xa = xa
    @bw = barwidth
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.fill_rect(@rx, 0, 10, 18, TARGETER_COLOR)
    self.contents.fill_rect(0, 5, 250, 8, BACK_COLOR)
    self.contents.fill_rect(@xa, 5, @bw, 8, SUCCESS_AREA_COLOR)
  end
 
  def check
    if @rx >= @xa && @rx + 10 <= @bw + @xa
      return true
    else
      return false
    end
  end
end
 
class Scene_Bar < Scene_Base
 
  include SuccessBar
 
  def initialize(speed, switch, badswitch, x, barwidth)
    @direita = true
    @speed = speed
    @switch = switch
    @bswitch = badswitch
    @x = x
    @b = barwidth
  end
 
  def start
    create_bg
    @bar = Window_Bar.new(@x, @b)
  end  
 
  def terminate
    @bar.dispose
    @back.dispose
  end
 
  def create_bg
    source = $game_temp.background_bitmap
    bitmap = Bitmap.new(544, 416)
    bitmap.stretch_blt(bitmap.rect, source, source.rect)
    @back = Sprite.new(@viewport1)
    @back.bitmap = bitmap
  end
 
  def update
    @bar.refresh
    if @bar.rx >= 240
      @direita = false
    elsif @bar.rx <= 0
      @direita = true
    end
    if @direita
      @bar.rx += @speed
    else
      @bar.rx -= @speed
    end
    if Input.trigger?(INPUT_BUTTON)
      if @bar.check
        $game_switches[@switch] = !$game_switches[@switch]
      else
      if @bswitch > 0
        $game_switches[@bswitch] = !$game_switches[@bswitch]
      end
        $scene = Scene_Map.new
        Sound.play_buzzer
      end
    end
  end
end
[/rgss]

Change Actor Options:
[rgss] #===============================================================================
# Change Actor Options Snippet v.2
# By Jet10985
# Inspired and partially written by: BigEd781
#===============================================================================
# This snippet allows you to change the options of an actor such as auto battle,
# super guard, and two swords style.
# This script has: No customization options.
#===============================================================================
# To change the option use this line of code:
# change_trait(actor, option)
#   trait = the option you want to change. this can be replaced by:
#   two_swords_style, auto_battle, super_guard, fix_equipment, parmacology
#   MAKE SURE that you include the "_" in the ones that show it.
#   option = true or false. True give the actor the trait, false takes it away.
#   actor = id of actor trait you want to change. remember, it starts at 0.
#===============================================================================
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
 
class Game_Interpreter
 
  def change_two_swords_style(actor, option)
    $game_party.members[actor].actor.two_swords_style = option
  end
 
  def change_super_guard(actor, option)
    $game_party.members[actor].actor.super_guard = option
  end
 
  def change_fix_equipment(actor, option)
    $game_party.members[actor].actor.fix_equipment = option
  end
 
  def change_pharmacology(actor, option)
    $game_party.members[actor].actor.pharmacology = option
  end
 
  def change_auto_battle(actor, option)
    $game_party.members[actor].actor.auto_battle = option
  end
  end
[/rgss]

No Actor EXP:
[rgss] #===============================================================================
# No Actor EXP Snippet
# By Jet10985
# Help by: OriginalWij
#===============================================================================
# This snippet allows you to define actors throughout the game that will not
# gain exp AT ALL. Note: They can still level up trough the event command.
# This script has: 1 customization option.
#===============================================================================
<span style="color:#000080; font-style:italic;">=begin
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">Adding Actors:
<span style="color:#000080; font-style:italic;">To add Actors to the list of actors that don't gain exp use:
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">no_exp_gain(actor)
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">where actor is the id of the actor you don't want gaining exp.
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">Removing Actors:
<span style="color:#000080; font-style:italic;">To allow an actor to gain exp again, use:
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">yes_exp_gain(actor)
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">where actor is the id of the actor you want to gain exp again.
<span style="color:#000080; font-style:italic;">=end
 
module NoActorEXP
 
  # These are actors that will not gain exp by default. They
  # can be removed from here by using the yes_exp_gain(actor)
  NO_ACTOR_EXP = [6, 7, 8]
                     
end
 
#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Game_Actor
 
  include NoActorEXP
 
  alias jet1999_change_exp change_exp unless $@
  def change_exp (*args)
    if NO_ACTOR_EXP != nil
      jet1999_change_exp(*args) unless NO_ACTOR_EXP.include?(@actor_id)
    end
  end
end
 
class Game_System
 
  include NoActorEXP
 
  attr_accessor :no_exp_actors
 
  alias jet1092_initialize initialize unless $@
  def initialize
    jet1092_initialize
    @no_exp_actors = NO_ACTOR_EXP.clone
  end
end
 
class Game_Interpreter
 
  include NoActorEXP
 
  def no_exp_gain(actor)
    if $game_system.no_exp_actors != nil
      $game_system.no_exp_actors[$game_system.no_exp_actors.size] = actor unless $game_system.no_exp_actors.include?(actor)
    end
  end
 
  def yes_exp_gain(actor)
    if $game_system.no_exp_actors != nil
      $game_system.no_exp_actors.delete(actor) if $game_system.no_exp_actors.include?(actor)
    end
  end
end
[/rgss]

Change Windowskin:
[rgss] #===============================================================================
# Change WindowSkin Snippet
# By Jet10985
# Original Code by: Woratana
#===============================================================================
# This snippet allows you to change the windowskin of all the windows with a
# simple script call in-game.
# This script has: No customization options.
#===============================================================================
# To change the windowskin, use this code:
# change_skin(skinname)
#   skinname = the name of the windowskin file.
#   Please note: The windowskins must all be in the Graphics/system folder.
#===============================================================================
 
 
class Window_Base
 
  alias jet2888_initialize initialize unless $@
  def initialize(*args)
    jet2888_initialize(*args)
    self.windowskin = Cache.system($game_system.windowskin)
    @wskin = $game_system.windowskin
  end
 
  alias jet1899_update update unless $@
  def update
    jet1899_update
    if @wskin != $game_system.windowskin
      self.windowskin = Cache.system($game_system.windowskin)
      @wskin = $game_system.windowskin
    end
  end
end
 
class Game_System
 
  attr_accessor :windowskin
 
  alias jet4729_initialize initialize unless $@
  def initialize
    jet4729_initialize
    @windowskin = "Window"
  end
end
 
class Game_Interpreter
 
  def change_skin(skinname)
    $game_system.windowskin = skinname
  end
end
[/rgss]

Cheat System:
[rgss] #===============================================================================
# Cheat System
# By Jet10985
# Help by: Yanfly
#===============================================================================
# This script is not open for distribution to other sites without permission
# from me, Jet10985. Please credit me if you use this script.
#===============================================================================
# This script will add a cheat system
#
# This script has: 6 customization options.
#===============================================================================
 
<span style="color:#000080; font-style:italic;">=begin
<span style="color:#000080; font-style:italic;">The cheat name and the common event id match in the 2 different arrays.
<span style="color:#000080; font-style:italic;">By default, if they put in "god" as a cheat, common event 1 would occur.
<span style="color:#000080; font-style:italic;">If they put "cash" in as a cheat, then common event 2 would occur.
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">To add cheats, use a comma and write the cheat in quotations in the first array.
<span style="color:#000080; font-style:italic;">Then, write the id of the common event that will occur in the second array.
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">NOTE: Each cheat can only be used 1 time.
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">If you decide to add a menu option, you may disable the entering of cheats
<span style="color:#000080; font-style:italic;">by using this command in a script event:
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">change_cheat_access(option)
<span style="color:#000080; font-style:italic;"> 
<span style="color:#000080; font-style:italic;">Where option can be true or false.
<span style="color:#000080; font-style:italic;">true = They CAN'T enter cheats
<span style="color:#000080; font-style:italic;">false = They CAN eneter cheats.
<span style="color:#000080; font-style:italic;">=end
 
 
module CheatSystem
 
  CHEAT_NAME = ["god", "cash", "wowza"] # These are the cheats themselves.
 
  CHEAT_EVENT = [1, 2, 3] # These are the common events the cheats correpsond to.
 
  ACTOR_ID = 8 # This is the actor id whose name will be used for cheats.
 
  ADD_MENU_OPTION = true # Add a menu option for the cheats?
 
  CHEATS_NAME = "Cheats" # This is the name of the Cheats option.
 
  MENU_INDEX = 5 #This is where to add the Cheats menu as a option.
 
end
 
class Game_System
 
  attr_accessor :cheat_names
  attr_accessor :cheat_event
  attr_accessor :used_cheats
  attr_accessor :cheats_disabled
 
end
 
class Scene_Name
 
  include CheatSystem
 
  alias jet8593_terminate terminate unless $@
  def terminate
    jet8593_terminate
    cheat_update
  end
 
  def cheat_update
    $game_system.cheat_names = CHEAT_NAME.clone if $game_system.cheat_names.nil?
    $game_system.cheat_event = CHEAT_EVENT.clone if $game_system.cheat_event.nil?
    $game_system.used_cheats = [] if $game_system.used_cheats.nil?
    for i in 0...$game_system.cheat_names.size
      if $game_actors[ACTOR_ID].name == $game_system.cheat_names
        $game_temp.common_event_id = $game_system.cheat_event unless $game_system.used_cheats.include?(i)
        $game_system.used_cheats.push(i)
      end
    end
  end
end
 
class Game_Interpreter
 
  def change_cheat_access(option)
    $game_system.cheats_disabled = option
  end
end
 
if CheatSystem::ADD_MENU_OPTION
class Window_Command < Window_Selectable
    alias jet8590_initialize initialize unless $@
    alias jet9743_draw_item draw_item unless $@
 
  def initialize(*args)
    @disabled_commands = []
    jet8590_initialize(*args)
  end
 
  def draw_item(*args)
    jet9743_draw_item(*args)
    @disabled_commands[args[0]] = args[1].nil? || args[1] ? nil : true
  end
 
  def ins_command(index, text)
    @commands.insert(index, text)
    @disabled_commands.insert(index, nil)
    old_disabled_commands = @disabled_commands.dup
    self.height = (@commands.size + @column_max - 1) / @column_max * WLH + 32
    @item_max = @commands.size
    create_contents            
    refresh                    
    old_disabled_commands.each_index do |i|
      if !old_disabled_commands.nil?
        draw_item(i, false)    
      end
    end
  end
 
  def add_command(text)
    ins_command(@commands.size, text)
  end
end
 
class Scene_Menu < Scene_Base  
 
  include CheatSystem
 
    def sort_newcommand
      @sorted_command ||= []
      newcommand = @newcommand - @sorted_command
      newcommand.sort.each {|i| @menu_index += 1 if @menu_index >= i }
      @command_window.index = @menu_index
      @sorted_command = @sorted_command + @newcommand
    end
   
    alias jet8940_create_command_window create_command_window unless $@
    def create_command_window(*args)
      jet8940_create_command_window(*args)
      @command_window.ins_command(MENU_INDEX, CHEATS_NAME)
      @newcommand ||= []
      @newcommand << MENU_INDEX
      sort_newcommand
      if $game_system.cheats_disabled            
        @command_window.draw_item(MENU_INDEX, false)
      end
    end
   
    alias jet8905_update_command_selection update_command_selection unless $@
    def update_command_selection(*args)
      @menucomorpg_change = false
      if Input.trigger?(Input::C) && @command_window.index == MENU_INDEX
        if $game_system.cheats_disabled
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      $game_temp.name_actor_id = ACTOR_ID
      $game_temp.name_max_char = 8
      $scene = Scene_Name.new
      else
        if Input.trigger?(Input::C) && @command_window.index >
        MENU_INDEX
          @command_window.index -= 1
          @menucomorpg_change = true
        end
        jet8905_update_command_selection(*args)
      end
      @command_window.index += 1 if @menucomorpg_change
    end
   
    alias jet1234_update_actor_selection update_actor_selection unless $@
    def update_actor_selection(*args)
      @menucomorpg_change = false
      if Input.trigger?(Input::C) && @command_window.index >
      MENU_INDEX
        @command_window.index -= 1
        @menucomorpg_change = true
      end
      jet1234_update_actor_selection(*args)
      @command_window.index += 1 if @menucomorpg_change
    end
  end
end
[/rgss]

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