Hey, I suck at scripting, so I was wondering if anyone could script for me a "Party card".(I know somebody else must have done a script like that, but i need the battle points, and all that.)
Like in the pokemon games, the trainer card, but this one must have:
-Total encounters
-Gold
-Steps
-Time played
*-And the place for a variable, Battle points, (that one i'll handle myself in troops command, I just need to show the variable)
If someone could do it would be great. :wink:
Ah, I want the Party Card to be called no by events, or "Script" command,
I'm using Chrono Trigger CMSBy Raziel(Thanks to you by the way, great menu ^^)
I was wondering If someone could replace the Party Change with Party Card :huh:
I'm posting the version of the srcipt. :lol:
Like in the pokemon games, the trainer card, but this one must have:
-Total encounters
-Gold
-Steps
-Time played
*-And the place for a variable, Battle points, (that one i'll handle myself in troops command, I just need to show the variable)
If someone could do it would be great. :wink:
Ah, I want the Party Card to be called no by events, or "Script" command,
I'm using Chrono Trigger CMSBy Raziel(Thanks to you by the way, great menu ^^)
I was wondering If someone could replace the Party Change with Party Card :huh:
I'm posting the version of the srcipt. :lol:
Code:
#==============================================================================
# ** Chrono Trigger CMS
#------------------------------------------------------------------------------
# Raziel
# 2006-09-09
# Version 1.20
#------------------------------------------------------------------------------
# Thanks to
# ~ Squall/Selwyn for his Cursor Script
# ~ RPG Advocate for his Party Members change script
# ~ MeisMe for fixing some bugs and helping me
# ~ Squaresoft for the pictures
#==============================================================================
# ~Instructions
# Icons of the characters are used in the save menu.
# Make sure you put them in the icon folder and name them
# like you name your character file, for example the icon for
# Arshes would be 001-Fighter01
#
# For the chapter function, just use $game_system = "desired filename"
# in a call script command and then the savefile will have the name
# you choose.
#==============================================================================
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
@equip_background = Window_Base.new(315, 37, 270, 410)
@target_background = Window_Base.new(320, 101, 267, 329)
@accessory_window = Window_Base.new(45, 139, 270, 75)
@help_background = Window_Base.new(45, 35, 540, 82)
@accessory_window.z = 999
@weapon_window = Window_Base.new(45, 214, 270, 233)
@skill_left = Window_Base.new(45, 36, 270, 340)
@skill_right = Window_Base.new(315, 36, 274, 340)
@save_left = Window_Base.new(39,273,241,172)
@save_right = Window_Base.new(280,273,320,172)
@weapon_window.z = 999
@target_background.z = 999
@back_ground = Sprite.new
@back_ground.bitmap = RPG::Cache.picture(CT_Pictures::BG_Picture)
@item_background = Window_Base.new(45, 117, 540, 330)
@playtime_background = Window_Base.new(0, 384, 160, 96)
@playtime_background.z = 9999
@party_change = Window_PartyChange.new
@command_window = Window_IconCommands.new
@command_window.index = @menu_index
@actor_window = Window_Actors.new
@new_equip = Window_NewEquip.new
$game_temp.equip_window = @new_equip
@item_window = Window_Item.new
@help_window = Window_Help.new
@playtime_window = Window_PlayTime.new
@item_window.help_window = @help_window
@help_window.opacity, @item_window.opacity = 0, 0
@help_window.x, @help_window.y = 48, 45
@target_window = Window_Target.new
@actor_skillwindow = Window_SkillActor.new
@target_cursor = []
@target_cursor_skill = []
@switch_cursor = []
@equip_item = []
@actor_background = []
@switch_window = []
@save_window = []
@switch = 0
@actor_background[0] = Window_Base.new(45, 0 + 37, 270, 102)
@actor_background[1] = Window_Base.new(45, 102 + 37, 270, 102)
@actor_background[2] = Window_Base.new(45, 204 + 37, 270, 102)
@actor_background[3] = Window_Base.new(45, 306 + 37, 270, 102)
@target_cursor[0] = Sprite_Cursor.new(306, 196)
@target_cursor[1] = Sprite_Cursor.new(306, 276)
@target_cursor[2] = Sprite_Cursor.new(306, 356)
@target_cursor_skill[0] = Sprite_Cursor.new(306, 121)
@target_cursor_skill[1] = Sprite_Cursor.new(306, 201)
@target_cursor_skill[2] = Sprite_Cursor.new(306, 281)
@switch_cursor[0] = Sprite_Cursor.new(182, 15)
@switch_cursor[1] = Sprite_Cursor.new(182, 125)
@switch_cursor[2] = Sprite_Cursor.new(182, 235)
@switch_cursor[3] = Sprite_Cursor.new(182, 345)
@equip_item[0] = Window_EquipItem2.new(0)
@equip_item[1] = Window_EquipItem2.new(1)
@equip_item[2] = Window_EquipItem2.new(2)
@equip_item[3] = Window_EquipItem2.new(3)
@equip_item[4] = Window_EquipItem2.new(4)
@switch_window[0] = Window_Base.new(190,15,270,110)
@switch_window[1] = Window_Base.new(190,125,270,110)
@switch_window[2] = Window_Base.new(190,235,270,110)
@switch_window[3] = Window_Base.new(190,345,270,110)
@save_window[0] = Window_Base.new(39,32, 560, 70)
@save_window[1] = Window_Base.new(39,102, 560, 70)
@save_window[2] = Window_Base.new(39,172, 560, 70)
@equip_description = Window_EquipDescription.new
@counter = 0
@end_window = Window_End.new
@end_window.x = 320 - @end_window.width / 2
@end_window.y = 220 - @end_window.height / 2
@savefile_windows = []
for i in 0..2
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@file_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true
@save_status = Window_SaveStatus.new
@skill_actor_window2 = []
@skill_window = []
unless $game_party.actors[0] == nil
@skill_actor_window2[0] = Window_SkillActor2.new($game_party.actors[0])
@skill_window[0] = Window_Skill.new($game_party.actors[0])
end
unless $game_party.actors[1] == nil
@skill_actor_window2[1] = Window_SkillActor2.new($game_party.actors[1])
@skill_window[1] = Window_Skill.new($game_party.actors[1])
end
unless $game_party.actors[2] == nil
@skill_actor_window2[2] = Window_SkillActor2.new($game_party.actors[2])
@skill_window[2] = Window_Skill.new($game_party.actors[2])
end
unless $game_party.actors[3] == nil
@skill_actor_window2[3] = Window_SkillActor2.new($game_party.actors[3])
@skill_window[3] = Window_Skill.new($game_party.actors[3])
end
@item_window.visible = false
@help_window.visible = false
@item_background.visible = false
@help_background.visible = false
@target_window.visible = false
@actor_skillwindow.visible = false
@save_status.visible = false
@end_window.visible = false
@party_change.visible = false
@equip_description.visible = false
@target_background.visible = false
@accessory_window.visible = false
@weapon_window.visible = false
@help_background.visible = false
@skill_left.visible = false
@skill_right.visible = false
@save_left.visible = false
@save_right.visible = false
for i in 0..2
@target_cursor[i].visible = false
@target_cursor_skill[i].visible = false
@savefile_windows[i].visible = false
@switch_cursor[i].visible = false
@switch_window[i].visible = false
@switch_cursor[3].visible = false
@switch_window[3].visible = false
@save_window[i].visible = false
end
for i in 0..4
@equip_item[i].active = false
@equip_item[i].visible = false
end
for i in 0...$game_party.actors.size
@skill_window[i].visible = false
@skill_window[i].active = false
@skill_window[i].width = 300
@skill_actor_window2[i].visible = false
@skill_actor_window2[i].active = false
end
@item_window.active = false
@target_window.active = false
@actor_skillwindow.active = false
@end_window.active = false
@party_change.active = false
for i in 0..2
@savefile_windows[i].active = false
end
#refresh
equip_refresh
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@back_ground.dispose
@actor_window.dispose
@command_window.dispose
@new_equip.dispose
@item_window.dispose
@help_window.dispose
@item_background.dispose
@target_window.dispose
@actor_skillwindow.dispose
@save_status.dispose
@end_window.dispose
@party_change.dispose
@switch_cursor[3].dispose
@equip_description.dispose
@playtime_window.dispose
@playtime_background.dispose
@equip_background.dispose
@accessory_window.dispose
@help_background.dispose
@skill_left.dispose
@skill_right.dispose
@save_left.dispose
@save_right.dispose
for i in @skill_actor_window2
i.dispose
end
for i in @skill_window
i.dispose
end
for i in @savefile_windows
i.dispose
end
for i in @target_cursor
i.dispose
end
for i in @target_cursor_skill
i.dispose
end
for i in @switch_cursor
i.dispose
end
for i in @equip_item
i.dispose
end
for i in @save_window
i.dispose
end
for i in @actor_background
i.dispose
end
for i in @switch_window
i.dispose
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@actor_window.update
@command_window.update
@new_equip.update
@item_window.update
@help_window.update
@target_window.update
@actor_skillwindow.update
@save_status.update
@party_change.update
@end_window.update
@equip_description.update
@playtime_window.update
equip_refresh
for i in @savefile_windows
i.update
end
for i in @skill_window
i.update
end
for i in @skill_actor_window2
i.update
end
for i in @equip_item
i.update
end
if @command_window.active
# If command window is active: call update_command
update_command
elsif @actor_window.active
# If actor window is active: call update_actor
update_actor
elsif @new_equip.active
# If new equip window is active: call update_equip
update_equip
elsif @equip_item[@new_equip.index].active
# If item equip window is active: call update_equipitem
update_equipitem
elsif @item_window.active
# If item window is active: call update_item
update_item
elsif @target_window.active
# If target window is active: call update_target
update_target
elsif @actor_skillwindow.active
# If actor skill window is active: call update_actor_skill
update_actor_skill
elsif @skill_window[@actor_skillwindow.index].active
# If skill window is active: call update_skill
update_skill
elsif @savefile_windows[@file_index].active
# If savefile window is active: call update_savefile
update_savefile
elsif @party_change.active
# If party change window is active: call update_change
update_change
elsif @end_window.active
# If end window is active: call update_end
update_end
end
$game_temp.save_index = @file_index
$game_temp.skill_index = @skill_window[@actor_skillwindow.index].index
$game_temp.equip_index = @new_equip.index
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
case @command_window.index
when 0
for i in 0..3
@actor_background[i].visible = true
end
@equip_background.visible = true
@actor_window.visible = true
@new_equip.visible = true
@item_window.visible = false
@item_background.visible = false
@help_background.visible = false
@help_background.visible = false
when 1
for i in 0..3
@actor_background[i].visible = false
end
@equip_background.visible = false
@actor_window.visible = false
@new_equip.visible = false
@actor_skillwindow.visible = false
@item_window.visible = true
@item_background.visible = true
@help_background.visible = true
@help_background.y = 35
@help_window.y = 45
@help_background.width = 540
@skill_left.visible = false
@skill_right.visible = false
when 2
for i in 0..3
@switch_window[i].visible = false
end
@skill_left.visible = true
@skill_right.visible = true
@item_window.visible = false
@item_background.visible = false
@party_change.visible = false
@actor_skillwindow.visible = true
@help_background.y = 375
@help_background.width = 545
@help_background.visible = true
@help_window.y = 385
when 3
for i in 0..2
@savefile_windows[i].visible = false
@save_window[i].visible = false
end
@help_window.visible = false
@help_background.visible = false
@actor_skillwindow.visible = false
@save_status.visible = false
@party_change.visible = true
for i in 0..3
@switch_window[i].visible = true
end
@skill_left.visible = false
@skill_right.visible = false
@save_left.visible = false
@save_right.visible = false
when 4
for i in 0..3
@switch_window[i].visible = false
end
@end_window.visible = false
@party_change.visible = false
@save_left.visible = true
@save_right.visible = true
for i in 0..2
@savefile_windows[i].visible = true
@save_window[i].visible = true
end
@save_status.visible = true
when 5
for i in 0..2
@savefile_windows[i].visible = false
@save_window[i].visible = false
end
@save_left.visible = false
@save_right.visible = false
@save_status.visible = false
@end_window.visible = true
end
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
@playtime_background.visible = false
@playtime_window.visible = false
# Branch by command window cursor position
case @command_window.index
when 0 # equip/status
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@actor_window.active = true
@actor_window.index = 0
when 1 # item
# Make item window active
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@item_window.active = true
@item_window.index = 0
when 2 # skills
$game_system.se_play($data_system.decision_se)
@command_window.visible = false
@command_window.active = false
@actor_skillwindow.active = true
@actor_skillwindow.index = 0
when 3 #excahnge
$game_system.se_play($data_system.decision_se)
@command_window.visible = false
@command_window.active = false
@party_change.active = true
@checker = 0
when 4 #save
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@command_window.visible = false
@command_window.active = false
@file_index = 0
for i in 0..2
@savefile_windows[i].active = true
@savefile_windows[i].selected = false
end
@savefile_windows[0].selected = true
when 5 #quit
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@end_window.active = true
end
return
end
end
#--------------------------------------------------------------------------
# * Make File Name
# file_index : save file index (0-2)
#--------------------------------------------------------------------------
def make_filename(file_index)
return "Save#{file_index + 1}.rxdata"
end
#--------------------------------------------------------------------------
# * Frame Update (when end window is active)
#--------------------------------------------------------------------------
def update_end
# If B button was pressed
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@end_window.active = false
@end_window.index = 0
@command_window.visible = true
@command_window.active = true
@playtime_background.visible = true
@playtime_window.visible = true
end
# If C button was pressed
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
case @end_window.index
when 0
$scene = Scene_Title.new
when 1
$scene = nil
when 2
@end_window.active = false
@command_window.visible = true
@command_window.active = true
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (when change window is active)
#--------------------------------------------------------------------------
def update_change
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
@party_change.active = false
@party_change.index = 0
@command_window.visible = true
@command_window.active = true
@playtime_background.visible = true
@playtime_window.visible = true
@checker = 0
for i in 0..3
@switch_cursor[i].visible = false
end
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
if @checker == 0
@changer = $game_party.actors[@party_change.index]
@changer_skill = @skill_window[@party_change.index]
@changer_skill2 = @skill_actor_window2[@party_change.index]
@where = @party_change.index
@switch_cursor[@party_change.index].visible = true
@checker = 1
$game_player.refresh
else
$game_party.actors[@where] = $game_party.actors[@party_change.index]
$game_party.actors[@party_change.index] = @changer
@skill_actor_window2[@where] = @skill_actor_window2[@party_change.index]
@skill_actor_window2[@party_change.index] = @changer_skill2
@skill_window[@where] = @skill_window[@party_change.index]
@skill_window[@party_change.index] = @changer_skill
@checker = 0
@party_change.refresh
@actor_window.refresh
@new_equip.refresh
@target_window.refresh
@actor_skillwindow.refresh
@save_status.refresh
$game_player.refresh
for i in 0..3
@switch_cursor[i].visible = false
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (when save window is active)
#--------------------------------------------------------------------------
def update_savefile
# If C button was pressed
if Input.trigger?(Input::C)
# Call method: on_decision (defined by the subclasses)
on_decision(make_filename(@file_index))
$game_temp.last_file_index = @file_index
return
end
# If B button was pressed
if Input.trigger?(Input::B)
# Call method: on_cancel (defined by the subclasses)
on_cancel
return
end
# If the down directional button was pressed
if Input.repeat?(Input::DOWN)
# If the down directional button pressed down is not a repeat,
# or cursor position is more in front than 3
unless @file_index == 2
if Input.trigger?(Input::DOWN)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Move cursor down
@savefile_windows[@file_index].selected = false
@file_index = (@file_index + 1)# % 3
@savefile_windows[@file_index].selected = true
return
end
end
# If the up directional button was pressed
elsif Input.repeat?(Input::UP)
# If the up directional button pressed down is not a repeatã€