AngelGuardian
Member
Is it possible to change this code so it looks for a certain variable instead of ENEMY_DEFEATED, ENCOUNTER_COUNT etc? Unless theres a call script that u can add to them w/o having to use the standard combat system..
EDIT: Never Mind I learned how to make a call script Add Encounter "$game_system.encounter_count +=1" Add Actor Defeated "$game_system.actor_defeated +=1" Add Enemy Defeted "$game_system.enemy_defeated +=1"
#_______________________________________________________________________________
# MOG Scene End Sakura V2.0
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# Scene_End com movimento e layout em pictures.
# Apresenta a quantidade de batalhas, saves, loads, etc...
# Permite criar condições especiais de eventos.
#_______________________________________________________________________________
module MOG
#Transition Time.
ENDTT = 40
#Transition Type(Name).
ENDTN = "004-Blind04"
#----------------------------------------------------------------
#Definição do texto da apresentação dos parâmetros.
ECOUNTER_TEXT = "Number of Encounters."
SAVE_COUNT_TEXT = "Number of Saves."
LOAD_COUNT_TEXT = "Number of Loads."
ENEMY_DEFEATED_TEXT = "Enemy Kills."
ACTOR_DEFEATED_TEXT = "Player Deaths."
#----------------------------------------------------------------
# Definição da variável que registrará o valor dos parâmetros.
#(Essa função serve para criar condições especiais no jogo.
# Exemplo -> Mate 100 inimigos que você receberá a espada do
# dragão.)
#----------------------------------------------------------------
# Quantidade de batalhas feitas.
ENCOUNTER_COUNT = 26
# Valor de vezes que o jogo foi Salvo(Save).
SAVE_COUNT = 27
# Valor de vezes que o jogo foi carregado(Load).
LOAD_COUNT = 28
# Quantidade de inimigos mortos.
ENEMY_DEFEATED = 29
# Valor de vezes que o personagens foi abatido.
ACTOR_DEFEATED = 30
#----------------------------------------------------------------
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_sakura"] = true
###############
# Game_System #
###############
class Game_System
include MOG
attr_accessor :encounter_count
attr_accessor :enemy_defeated
attr_accessor :actor_defeated
attr_accessor :load_count
alias mog21_initialize initialize
def initialize
@encounter_count = 0
@enemy_defeated = 0
@actor_defeated = 0
@load_count = 0
mog21_initialize
end
def encounter_count
$game_variables[ENCOUNTER_COUNT] = @encounter_count
return @encounter_count
end
def enemy_defeated
$game_variables[ENEMY_DEFEATED] = @enemy_defeated
return @enemy_defeated
end
def actor_defeated
$game_variables[ACTOR_DEFEATED] = @enemy_defeated
return @actor_defeated
end
def load_count
$game_variables[LOAD_COUNT] = @load_count
return @load_count
end
def save_count
$game_variables[SAVE_COUNT] = @save_count
return @save_count
end
end
##############
# Scene_Load #
##############
class Scene_Load < Scene_File
alias mog21_read_save_data read_save_data
def read_save_data(file)
mog21_read_save_data(file)
$game_system.load_count += 1
end
end
##################
# Sprite_Battler #
##################
class Sprite_Battler < RPG::Sprite
def collapse
super
if @battler.is_a?(Game_Enemy)
$game_system.enemy_defeated += 1
else
$game_system.actor_defeated += 1
end
end
end
################
# Scene_Battle #
################
class Scene_Battle
alias mog21_main main
def main
$game_system.encounter_count += 1
mog21_main
end
end
###############
# Window Data #
###############
class Window_Data < Window_Base
include MOG
def initialize
super(0, 100, 640, 280)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.name = "Georgia"
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 300, 64,ECOUNTER_TEXT + " -> " + $game_system.encounter_count.to_s,0)
self.contents.draw_text(70, 50, 300, 64,SAVE_COUNT_TEXT + " -> " + $game_system.save_count.to_s ,0)
self.contents.draw_text(140, 100, 300, 64,LOAD_COUNT_TEXT + " -> " + $game_system.load_count.to_s,0)
self.contents.draw_text(210, 150, 300, 64,ENEMY_DEFEATED_TEXT + " -> " + $game_system.enemy_defeated.to_s,0)
self.contents.draw_text(280, 200, 300, 64,ACTOR_DEFEATED_TEXT + " -> " + $game_system.actor_defeated.to_s,0)
end
end
#############
# Scene_End #
#############
class Scene_End
def main
s1 = ""
s2 = ""
s3 = ""
@command_window = Window_Command.new(100, [s1, s2, s3])
@command_window.visible = false
@window_data = Window_Data.new
@endback = Plane.new
@endback.bitmap = RPG::Cache.picture("MN_BK")
@endback.z = 10
@endback.opacity = 255
@endlayout = Plane.new
@endlayout.bitmap = RPG::Cache.picture("End_Layout")
@endlayout.z = 20
@endcom1 = Sprite.new
@endcom1.bitmap = RPG::Cache.picture("End_Com01")
@endcom1.z = 30
@endcom1.x = 20
@endcom1.y = 340
@endcom1.zoom_x = 1
@endcom2 = Sprite.new
@endcom2.bitmap = RPG::Cache.picture("End_Com02")
@endcom2.z = 30
@endcom2.x = 100
@endcom2.y = 395
@endcom3 = Sprite.new
@endcom3.bitmap = RPG::Cache.picture("End_Com03")
@endcom3.z = 30
@endcom3.x = 190
@endcom3.y = 440
$ld = 0
@zc = 1
Graphics.transition(MOG::ENDTT, "Graphics/Transitions/" + MOG::ENDTN)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@window_data.dispose
@endback.dispose
@endcom1.dispose
@endcom2.dispose
@endcom3.dispose
@endlayout.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
def update
@zc += 0.01
if @zc > 1.3
@zc = 1
end
@endback.ox += 1
@endback.oy += 1
@command_window.update
case @command_window.index
when 0
@endcom1.zoom_x = @zc
@endcom2.zoom_x = 1
@endcom3.zoom_x = 1
when 1
@endcom1.zoom_x = 1
@endcom2.zoom_x = @zc
@endcom3.zoom_x = 1
when 2
@endcom1.zoom_x = 1
@endcom2.zoom_x = 1
@endcom3.zoom_x = @zc
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(5)
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_to_title
when 1
command_load
when 2
command_shutdown
end
return
end
end
def command_to_title
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = Scene_Title.new
end
def command_load
$ld = 1
$scene = Scene_Load.new
end
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
end
##############
# Scene_Load #
##############
class Scene_Load
def on_cancel
$game_system.se_play($data_system.cancel_se)
if $ld == 1
$scene = Scene_End.new
else
$scene = Scene_Title.new
end
end
end
# MOG Scene End Sakura V2.0
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# Scene_End com movimento e layout em pictures.
# Apresenta a quantidade de batalhas, saves, loads, etc...
# Permite criar condições especiais de eventos.
#_______________________________________________________________________________
module MOG
#Transition Time.
ENDTT = 40
#Transition Type(Name).
ENDTN = "004-Blind04"
#----------------------------------------------------------------
#Definição do texto da apresentação dos parâmetros.
ECOUNTER_TEXT = "Number of Encounters."
SAVE_COUNT_TEXT = "Number of Saves."
LOAD_COUNT_TEXT = "Number of Loads."
ENEMY_DEFEATED_TEXT = "Enemy Kills."
ACTOR_DEFEATED_TEXT = "Player Deaths."
#----------------------------------------------------------------
# Definição da variável que registrará o valor dos parâmetros.
#(Essa função serve para criar condições especiais no jogo.
# Exemplo -> Mate 100 inimigos que você receberá a espada do
# dragão.)
#----------------------------------------------------------------
# Quantidade de batalhas feitas.
ENCOUNTER_COUNT = 26
# Valor de vezes que o jogo foi Salvo(Save).
SAVE_COUNT = 27
# Valor de vezes que o jogo foi carregado(Load).
LOAD_COUNT = 28
# Quantidade de inimigos mortos.
ENEMY_DEFEATED = 29
# Valor de vezes que o personagens foi abatido.
ACTOR_DEFEATED = 30
#----------------------------------------------------------------
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_sakura"] = true
###############
# Game_System #
###############
class Game_System
include MOG
attr_accessor :encounter_count
attr_accessor :enemy_defeated
attr_accessor :actor_defeated
attr_accessor :load_count
alias mog21_initialize initialize
def initialize
@encounter_count = 0
@enemy_defeated = 0
@actor_defeated = 0
@load_count = 0
mog21_initialize
end
def encounter_count
$game_variables[ENCOUNTER_COUNT] = @encounter_count
return @encounter_count
end
def enemy_defeated
$game_variables[ENEMY_DEFEATED] = @enemy_defeated
return @enemy_defeated
end
def actor_defeated
$game_variables[ACTOR_DEFEATED] = @enemy_defeated
return @actor_defeated
end
def load_count
$game_variables[LOAD_COUNT] = @load_count
return @load_count
end
def save_count
$game_variables[SAVE_COUNT] = @save_count
return @save_count
end
end
##############
# Scene_Load #
##############
class Scene_Load < Scene_File
alias mog21_read_save_data read_save_data
def read_save_data(file)
mog21_read_save_data(file)
$game_system.load_count += 1
end
end
##################
# Sprite_Battler #
##################
class Sprite_Battler < RPG::Sprite
def collapse
super
if @battler.is_a?(Game_Enemy)
$game_system.enemy_defeated += 1
else
$game_system.actor_defeated += 1
end
end
end
################
# Scene_Battle #
################
class Scene_Battle
alias mog21_main main
def main
$game_system.encounter_count += 1
mog21_main
end
end
###############
# Window Data #
###############
class Window_Data < Window_Base
include MOG
def initialize
super(0, 100, 640, 280)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.name = "Georgia"
refresh
end
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 300, 64,ECOUNTER_TEXT + " -> " + $game_system.encounter_count.to_s,0)
self.contents.draw_text(70, 50, 300, 64,SAVE_COUNT_TEXT + " -> " + $game_system.save_count.to_s ,0)
self.contents.draw_text(140, 100, 300, 64,LOAD_COUNT_TEXT + " -> " + $game_system.load_count.to_s,0)
self.contents.draw_text(210, 150, 300, 64,ENEMY_DEFEATED_TEXT + " -> " + $game_system.enemy_defeated.to_s,0)
self.contents.draw_text(280, 200, 300, 64,ACTOR_DEFEATED_TEXT + " -> " + $game_system.actor_defeated.to_s,0)
end
end
#############
# Scene_End #
#############
class Scene_End
def main
s1 = ""
s2 = ""
s3 = ""
@command_window = Window_Command.new(100, [s1, s2, s3])
@command_window.visible = false
@window_data = Window_Data.new
@endback = Plane.new
@endback.bitmap = RPG::Cache.picture("MN_BK")
@endback.z = 10
@endback.opacity = 255
@endlayout = Plane.new
@endlayout.bitmap = RPG::Cache.picture("End_Layout")
@endlayout.z = 20
@endcom1 = Sprite.new
@endcom1.bitmap = RPG::Cache.picture("End_Com01")
@endcom1.z = 30
@endcom1.x = 20
@endcom1.y = 340
@endcom1.zoom_x = 1
@endcom2 = Sprite.new
@endcom2.bitmap = RPG::Cache.picture("End_Com02")
@endcom2.z = 30
@endcom2.x = 100
@endcom2.y = 395
@endcom3 = Sprite.new
@endcom3.bitmap = RPG::Cache.picture("End_Com03")
@endcom3.z = 30
@endcom3.x = 190
@endcom3.y = 440
$ld = 0
@zc = 1
Graphics.transition(MOG::ENDTT, "Graphics/Transitions/" + MOG::ENDTN)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@window_data.dispose
@endback.dispose
@endcom1.dispose
@endcom2.dispose
@endcom3.dispose
@endlayout.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
def update
@zc += 0.01
if @zc > 1.3
@zc = 1
end
@endback.ox += 1
@endback.oy += 1
@command_window.update
case @command_window.index
when 0
@endcom1.zoom_x = @zc
@endcom2.zoom_x = 1
@endcom3.zoom_x = 1
when 1
@endcom1.zoom_x = 1
@endcom2.zoom_x = @zc
@endcom3.zoom_x = 1
when 2
@endcom1.zoom_x = 1
@endcom2.zoom_x = 1
@endcom3.zoom_x = @zc
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(5)
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0
command_to_title
when 1
command_load
when 2
command_shutdown
end
return
end
end
def command_to_title
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = Scene_Title.new
end
def command_load
$ld = 1
$scene = Scene_Load.new
end
def command_shutdown
$game_system.se_play($data_system.decision_se)
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
$scene = nil
end
end
##############
# Scene_Load #
##############
class Scene_Load
def on_cancel
$game_system.se_play($data_system.cancel_se)
if $ld == 1
$scene = Scene_End.new
else
$scene = Scene_Title.new
end
end
end
EDIT: Never Mind I learned how to make a call script Add Encounter "$game_system.encounter_count +=1" Add Actor Defeated "$game_system.actor_defeated +=1" Add Enemy Defeted "$game_system.enemy_defeated +=1"