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Scan Script - Display Enemy Info

Zelf

Member

Script Title:
Scan Script
Detailed Description:
Have looked around and haven't been able to find a good Scan script. Have found a few but they either had no code in the post or the demo link was down.

Basically what I'm looking for is when I use the Scan ability on an enemy it displays in a window...

Monster Name
Monster Picture (Not sure if possible, but for bigger monsters it can shrink down in size to fit.)
Monster's Current/Max HP
Monster's Current/Max SP
Monster's Strengths/Weaknesses
Monster Item Drops and Stealables

Would prefer it to look somewhat like this.
---------------------------------------
|.Hornet............................HP 75/75..|
|.Hornet Battler Graphic.......SP 50/50..|
|....................................................|
|.Strengths:.....................................|
|.Weaknesses:..................................|
|.Item Drops:....................................|
|.Stealable Item:...............................|
---------------------------------------

I imagine most of that data will be able to be grabbed from the game and displayed, but since I'm using a multi item drop script I would think that I need to set up the Item Drops and Stealables within the script. Which is fine.

Thanks.
Other Scripts I am using (in order):
Sideview Battle System Tankentai XP - Version 1.9 by Atoa
Tons of Addons 1,2,3 - Just using Multi-Drop script
 

Yin

Member

Here's one by blizzard that is very customizable
Code:
 

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

# Advanced Analyze System by Blizzard

# Version: 2.2b

# Type: Enemy Scan Window and Skill

# Date: 5.7.2006

# Date v1.1b: 31.8.2006

# Date v1.2b: 23.2.2007

# Date v1.3b: 7.7.2007

# Date v2.0b: 12.7.2007

# Date v2.1b: 6.8.2007

# Date v2.2b: 24.9.2007

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

# 

# Compatibility:

# 

#   96% compatible with SDK v1.x. 70% compatible with SDK v2.x. May cause

#   incompatibility issues with exotic CBS-es. WILL corrupt your old savegames.

# 

# 

# Features:

# 

#   - make one or more skills to be able to analyze enemies

#   - display of full data of enemies

#   - option to disable different information

#   - integrated support for my "Bestiary" script and option to override it and

#     only add analyzed enemies

#   - press SHIFT/ENTER to change the appearance of the analyze window

#   - use LEFT/RIGHT/UP/DOWN to navigate through the information database

# 

# new in v1.1b:

#   - shorter, better and more simple code

#   - fixed the bug where trying to use a skill in the menu caused loss of SP,

#     no matter if the skill was used or could not be used

#   - updates now the spriteset while the Analyze window is visible

# 

# new in v1.2b:

#   - improved coding (uses less RAM now and processes faster)

# 

# new in v1.3b:

#   - increased compatibility

# 

# new in v2.0b:

#   - completely overworked and fixed compatibility issues

# 

# new in v2.1b:

#   - added custom info possibility

# 

# new in v2.2b:

#   - rewritten conditions using classic syntax to avoid RGSS conditioning bug

#   - improved coding

# 

# 

# Instructions:

# 

# - Explanation:

# 

#   This script will allow your characters to retrieve information about

#   enemies during battle and show them in a window. It also has built-in

#   compatibility for my "Bestiary" script and allows adding enemies to it only

#   if enemies were analyzed at least once. This script can easily be used for

#   Pokémon typed games.

# 

# - Configuration:

# 

#   Configure the part below and make one or more skills, that can analyze

#   enemies. Add the IDs into the array called ANALYZE_IDS and separate them

#   with commas. If you have one or more scripts using dummy elements (e.g. my

#   EQUAP Skills, SephirothSpawn's Limit Break, etc.) be sure to include every

#   dummy element ID in the array called ELM_DUMMIES, also separated by commas.

#   With advanced configuration it is possible to disable different information

#   display, even during the game. Also it can be set up, that an enemy is

#   being rendered unanalyzeable or only partially unanalyzeable (e.g. disable

#   display of extreme element weaknesses for an enemy, etc.). Put this script

#   UNDER my "Bestiary" script if you use it.

# 

# - For scripters:

# 

#   The variable $game_system.analyzed includes an array of enemy IDs from 

#   enemies, that were analyzed at least once during a fight. You can use this

#   array to make your own bestiary script working together with this script

#   and let only analyzed enemies be added into the bestiary. You can refer to

#   the global variable $advanced_analyze to check if this script is there.

# 

# 

# Important notes:

# 

#   You MUST configure the part below if you have scripts that use dummy

#   elements! Do NOT give your enemies MORE than 12 elements/status effects of

#   one resistance type (e.g. 13 or more elements, that are absorbed), because

#   they won't be displayed. If you target anyone else than enemies, the skill

#   will analyze all enemies anyway.

# 

# 

# If you find any bugs, please report them here:

# [url=http://forum.chaos-project.com]http://forum.chaos-project.com[/url]

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

 

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# START Configuration

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

 

# basic configuration

 

ANALYZE_IDS = [81] # IDs of analyzing skills

ELM_DUMMIES = [] # include EVERY dummy element ID that is used by other scripts

STA_DUMMIES = [] # include EVERY dummy status effect ID, that you use

EVASION = 'EVA' # word displayed for Evasion

 

# set the value below to true to only ADD information of analyzed enemies into

# the bestiary if you use my Bestiary script

 

$override_bestiary = true

 

# set this value to true if you want the custom Analyze window information to

# be used in the bestiary as well, this way you use only one information for

# both systems

 

$override_bestiary_info = false

 

# enemy IDs from enemies, that can't be analyzed (e.g. bosses)

 

CANT_ANALYZE = [] # overrides the IDs below and renders an enemy unanalyzeable

 

CANT_ANALYZE_BASIC = [] # HP, SP, EXP, Gold, Item drop + chance

CANT_ANALYZE_STATS = [] # STR, DEX, INT, AGI

CANT_ANALYZE_EXTSTATS = [] # ATK, PDEF, MDEF

CANT_ANALYZE_XTRWEAK = [] # extreme element weakness

CANT_ANALYZE_WEAK = [] # element weakness

CANT_ANALYZE_RESIST = [] # element resistance

CANT_ANALYZE_NULLIFY = [] # element nullification

CANT_ANALYZE_ABSORB = [] # element absorbtion

CANT_ANALYZE_XTRWEAK_S = [] # extreme status effect weakness

CANT_ANALYZE_WEAK_S = [] # status effect weakness

CANT_ANALYZE_RESIST_S = [] # status effect resistance

CANT_ANALYZE_NULLIFY_S = [] # status effect nullification

CANT_ANALYZE_ABSORB_S = [] # status effect absorbtion

CANT_ANALYZE_CUSTOM = [] # custom info

 

# If a display below is disabled, the appropriate part above will be overriden.

# The values below can also be changed during gameplay by just calling the

# "Call script" event command and changing the values like below

# DO NOT SET EVERYTHING TO true! THIS WILL BUG YOUR ANALYZE SKILL!

 

# set to true to disable display of basic info

DISABLE_BASIC = false

# set to true to disable display of basic stats

DISABLE_STATS = true

# set to true to disable display of extended stats

DISABLE_EXTSTATS = true

# set to true to disable display of extreme elemental weakness

DISABLE_XTRWEAK = false

# set to true to disable display of elemental weakness

DISABLE_WEAK = false

# set to true to disable display of elemental resistance

DISABLE_RESIST = false

# set to true to disable display of elemental nullification

DISABLE_NULLIFY = false

# set to true to disable display of elemental absorbtion

DISABLE_ABSORB = true

# set to true to disable display of extremeal status effect weakness

DISABLE_XTRWEAK_S = false

# set to true to disable display of status effect weakness

DISABLE_WEAK_S = false

# set to true to disable display of status effect resistance

DISABLE_RESIST_S = false

# set to true to disable display of status effect nullification

DISABLE_NULLIFY_S = false

# set to true to disable display of status effect absorbtion

DISABLE_ABSORB_S = false

# set to false to enable custom display

DISABLE_CUSTOM_ANALYZE = false

 

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# END Configuration

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

 

if $DUMMY_ELEMENTS == nil

  $DUMMY_ELEMENTS = ELM_DUMMIES.clone

else

  $DUMMY_ELEMENTS |= ELM_DUMMIES

end

ELM_DUMMIES = nil

if $DUMMY_STATES == nil

  $DUMMY_STATES = STA_DUMMIES.clone

else

  $DUMMY_STATES |= STA_DUMMIES

end

STA_DUMMIES = nil

 

$advanced_analyze = true

 

#==============================================================================

# Game_System

#==============================================================================

 

class Game_System

  

  attr_accessor :analyze_mode

  attr_accessor :analyzed

  

  def get_analyze_info(id)

    case id

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# START Custom Analyze Info Database

# 

# Use following template to add custom information about monsters:

# 

#    when ID then return "STRING"

# 

# ID is the enemy ID and STRING is a string with the information that should be

# displayed. Type all the information into one string, the script will slice

# the text by itself. Note that special characters like a " (double quote)

# need the use of the escape character \ (backslash). If you get and error

# with your string or the character doesn't appear right on the screen, try to

# use the escape character (i.e. for a " it would be \" instead of just ").

# The backslash itself needs an escape character (i.e. \\).

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

    when 1 then return "Looks like heavy armor. It will be hard to penetrate through his defenses."

    when 2 then return "He is agile and balanced. His strikes are quick, but he has no range."

    when 3 then return "This demon ridder appears to know the art of the elements. She will most likely use spells that control or distort the elements to her liking."

    when 4 then return "A clerical demon ridder, this would be the one to heal allies and cast passive supporting spells."

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

# END Custom Analyze Info Database

#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

    end

    return 'Unknown'

  end

 

  alias init_aas_later initialize

  def initialize

    init_aas_later

    @analyze_mode = 0

    # bestiary support

    @analyzed = []

  end

  

end

 

#==============================================================================

# Game_Battler

#==============================================================================

 

class Game_Battler

  

  alias skill_effect_aas_later skill_effect

  def skill_effect(user, skill)

    last_sr = self.sr if $crls && self.is_a?(Game_Actor)

    last_hp = self.hp

    result = skill_effect_aas_later(user, skill)

    if ANALYZE_IDS.include?(skill.id)

      self.damage = nil

      self.sr = last_sr if $crls && self.is_a?(Game_Actor)

      self.hp = last_hp

    end

    return result

  end

 

end

 

#==============================================================================

# Window_Base

#==============================================================================

 

class Window_Base

  

  def slice_text(text, width)

    result, last_word, current_text = [], 0, ''

    (0..text.size).each {|i|

        if text[i, 1] == ' ' || i == text.size

          word = text[last_word, i-last_word]

          if self.contents.text_size("#{current_text} #{word}").width > width

            result.push(current_text)

            current_text = word

          else

            current_text += (current_text == '' ? word : " #{word}")

          end

          last_word = i+1

        end}

    result.push("#{current_text} #{text[last_word, text.size-last_word]}")

    return result

  end

  

end

 

#==============================================================================

# Window_Analyze

#==============================================================================

 

class Window_Analyze < Window_Base

 

  attr_accessor :mode

  

  def initialize

    super(0, 0, 576, 224)

    @index_enemy = @index_page = 0

    @d = [DISABLE_BASIC, DISABLE_STATS, DISABLE_EXTSTATS, DISABLE_XTRWEAK,

          DISABLE_WEAK, DISABLE_RESIST, DISABLE_NULLIFY, DISABLE_ABSORB,

          DISABLE_XTRWEAK_S, DISABLE_WEAK_S, DISABLE_RESIST_S,

          DISABLE_NULLIFY_S, DISABLE_ABSORB_S, DISABLE_CUSTOM_ANALYZE]

    @pages = 14 - ((0..13).find_all {|i| @d[i]}).size

    @mode = $game_system.analyze_mode

    self.contents = Bitmap.new(width - 32, height - 32)

    if $fontface != nil

      self.contents.font.name = $fontface

      self.contents.font.size = $fontsize

    elsif $defaultfonttype != nil

      self.contents.font.name = $defaultfonttype

      self.contents.font.size = $defaultfontsize

    end

    self.x, self.y = 320 - self.width / 2, 160 - self.height / 2

    self.visible = self.active = false

    refresh

  end

  

  def update

    if Input.trigger?(Input::RIGHT)

      $game_system.se_play($data_system.cursor_se)

      @index_enemy = (@index_enemy + 1) % @enemies.size

      refresh

    elsif Input.trigger?(Input::LEFT)

      $game_system.se_play($data_system.cursor_se)

      @index_enemy = (@index_enemy + @enemies.size - 1) % @enemies.size

      refresh

    elsif Input.trigger?(Input::DOWN)

      $game_system.se_play($data_system.cursor_se)

      @index_page = (@index_page + 1) % @pages

      refresh

    elsif Input.trigger?(Input::UP)

      $game_system.se_play($data_system.cursor_se)

      @index_page = (@index_page + @pages - 1) % @pages

      refresh

    end

  end

  

  def refresh

    case @mode

    when 0 then self.opacity = self.back_opacity = 255

    when 1 then self.back_opacity = 128

    when 2 then self.opacity = 0

    end

    self.contents.clear

    x = 4

    ox = x + 128

    ax = 100

    bx = ax + 144

    @enemies = []

    $game_troop.enemies.each {|enemy| @enemies.push(enemy) if enemy.exist?}

    @enemies.each {|enemy|

        unless $game_system.analyzed.include?(enemy.id)

          $game_system.analyzed.push(enemy.id)

          $game_system.enable(enemy.id) if $bestiary_enabled

        end}

    $game_system.analyzed.sort!

    enemy = @enemies[@index_enemy]

    w = self.width - self.contents.text_size(enemy.name).width

    name = "#{enemy.name}  #{make_battler_state_text(enemy, w, false)}"

    name = "#{@index_enemy+1}.  #{name}" if @enemies.size > 1

    self.contents.draw_text(0, 0, 544, 32, name, 1)

    unless CANT_ANALYZE.include?(enemy.id)

      case @index_page

      when (0 - ((0..0).find_all {|i| @d[i]}).size)

        if enemy.item_id > 0

          drop = $data_items[enemy.item_id]

          t = "#{drop.name} (#{enemy.treasure_prob}% chance)"

        elsif enemy.weapon_id > 0

          drop = $data_weapons[enemy.weapon_id]

          t = "#{drop.name} (#{enemy.treasure_prob}% chance)"

        elsif enemy.armor_id > 0

          drop = $data_armors[enemy.armor_id]

          t = "#{drop.name} (#{enemy.treasure_prob}% chance)"

        end

        self.contents.draw_text(ax, 32, 128, 32, $data_system.words.hp, 2)

        self.contents.draw_text(ax, 64, 128, 32, $data_system.words.sp, 2)

        self.contents.draw_text(ax, 128, 128, 32, $data_system.words.gold, 2)

        self.contents.draw_text(ax, 160, 128, 32, 'Drops', 2)

        unless CANT_ANALYZE_BASIC.include?(enemy.id)

          self.contents.draw_text(bx, 32, 256, 32, "#{enemy.hp} / #{enemy.maxhp}")

          self.contents.draw_text(bx, 64, 256, 32, "#{enemy.sp} / #{enemy.maxsp}")

          self.contents.draw_text(bx, 128, 256, 32, enemy.gold.to_s)

          self.contents.draw_text(bx, 160, 256, 32, (drop != nil ? t : 'nothing'))

        else

          (0...5).each {|i|

              self.contents.draw_text(bx, 32 + i*32, 544, 32, 'Cannot analyze this')}

        end

      when (1 - ((0..1).find_all {|i| @d[i]}).size)

        self.contents.draw_text(ax, 32, 128, 32, $data_system.words.str, 2)

        self.contents.draw_text(ax, 64, 128, 32, $data_system.words.dex, 2)

        self.contents.draw_text(ax, 96, 128, 32, $data_system.words.agi, 2)

        self.contents.draw_text(ax, 128, 128, 32, $data_system.words.int, 2)

        unless CANT_ANALYZE_STATS.include?(enemy.id)

          self.contents.draw_text(bx, 32, 256, 32, enemy.str.to_s)

          self.contents.draw_text(bx, 64, 256, 32, enemy.dex.to_s)

          self.contents.draw_text(bx, 96, 256, 32, enemy.agi.to_s)

          self.contents.draw_text(bx, 128, 256, 32, enemy.int.to_s)

        else

          (0...4).each {|i|

              self.contents.draw_text(bx, 32 + i*32, 544, 32, 'Cannot analyze this')}

        end

      when (2 - ((0..2).find_all {|i| @d[i]}).size)

        self.contents.draw_text(ax, 32, 128, 32, $data_system.words.atk, 2)

        self.contents.draw_text(ax, 64, 128, 32, $data_system.words.pdef, 2)

        self.contents.draw_text(ax, 96, 128, 32, $data_system.words.mdef, 2)

        self.contents.draw_text(ax, 128, 128, 32, EVASION, 2)

        unless CANT_ANALYZE_EXTSTATS.include?(enemy.id)

          self.contents.draw_text(bx, 32, 256, 32, enemy.atk.to_s)

          self.contents.draw_text(bx, 64, 256, 32, enemy.pdef.to_s)

          self.contents.draw_text(bx, 96, 256, 32, enemy.mdef.to_s)

          self.contents.draw_text(bx, 128, 256, 32, enemy.eva.to_s)

        else

          (0...4).each {|i|

              self.contents.draw_text(bx, 32 + i*32, 544, 32, 'Cannot analyze this')}

        end

      when (3 - ((0..3).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Extremely efficient elements:')

        draw_elements(enemy, x, 1, CANT_ANALYZE_XTRWEAK.include?(enemy.id))

      when (4 - ((0..4).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Efficient elements:')

        draw_elements(enemy, x, 2, CANT_ANALYZE_WEAK.include?(enemy.id))

      when (5 - ((0..5).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Elemental resistances:')

        draw_elements(enemy, x, 4, CANT_ANALYZE_RESIST.include?(enemy.id))

      when (6 - ((0..6).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Elemental nullifications:')

        draw_elements(enemy, x, 5, CANT_ANALYZE_NULLIFY.include?(enemy.id))

      when (7 - ((0..7).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Elemental absorbtions:')

        draw_elements(enemy, x, 6, CANT_ANALYZE_ABSORB.include?(enemy.id))

      when (8 - ((0..8).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Extremely efficient status effects:')

        draw_states(enemy, x, 1, CANT_ANALYZE_XTRWEAK_S.include?(enemy.id))

      when (9 - ((0..9).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Efficient status effects:')

        draw_states(enemy, x, 2, CANT_ANALYZE_WEAK_S.include?(enemy.id))

      when (10 - ((0..10).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Status effect resistances:')

        draw_states(enemy, x, 4, CANT_ANALYZE_RESIST_S.include?(enemy.id))

      when (11 - ((0..11).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Strong status effect resistances:')

        draw_states(enemy, x, 5, CANT_ANALYZE_NULLIFY_S.include?(enemy.id))

      when (12 - ((0..12).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Status effect immunities:')

        draw_states(enemy, x, 6, CANT_ANALYZE_ABSORB_S.include?(enemy.id))

      when (13 - ((0..13).find_all {|i| @d[i]}).size)

        self.contents.draw_text(x, 32, 544, 32, 'Information:')

        draw_info(enemy, x, CANT_ANALYZE_CUSTOM.include?(enemy.id))

      end

    else

      self.contents.draw_text(0, 64, 544, 32, 'Cannot analyze this enemy', 1)

    end

  end

  

  def draw_elements(enemy, x, index, check)

    unless check

      elements = []

      (1...$data_system.elements.size).each {|id|

          if !$DUMMY_ELEMENTS.include?(id) &&

              index == $data_enemies[@enemies[@index_enemy].id].element_ranks[id]

            elements.push($data_system.elements[id])

          end}

      elements = ['Nothing'] if elements.size == 0

      elements.each_index {|i|

          self.contents.draw_text(x + i/4*180, 64 + i%4*32, 176, 32, elements[i])}

    else

      self.contents.draw_text(x, 64, 544, 32, 'Cannot analyze this')

    end

  end

    

  def draw_states(enemy, x, index, check)

    unless check

      states = []

      (1...$data_states.size).each {|id|

          if !$DUMMY_STATES.include?(id) &&

              index == $data_enemies[@enemies[@index_enemy].id].state_ranks[id]

            states.push($data_states[id].name)

          end}

      states = ['Nothing'] if states.size == 0

      states.each_index {|i|

          self.contents.draw_text(x + i/4*180, 64 + i%4*32, 176, 32, states[i])}

    else

      self.contents.draw_text(x, 64, 544, 32, 'Cannot analyze this')

    end

  end

    

  def draw_info(enemy, x, check)

    unless check

      text = slice_text($game_system.get_analyze_info(enemy.id), 528)

      text.each_index {|i|

          self.contents.draw_text(x, 64 + i*32, 544, 32, text[i])}

    else

      self.contents.draw_text(x, 64, 544, 32, 'Cannot analyze this')

    end

  end

    

end

 

#==============================================================================

# Scene_Battle

#==============================================================================

 

class Scene_Battle

  

  

  alias make_skill_action_result_aas_later make_skill_action_result

  def make_skill_action_result

    make_skill_action_result_aas_later

    @analyze_window = Window_Analyze.new if ANALYZE_IDS.include?(@skill.id)

  end

  

  alias update_phase4_step5_aas_later update_phase4_step5

  def update_phase4_step5

    update_phase4_step5_aas_later

    if @analyze_window != nil

      Graphics.freeze

      @analyze_window.visible = true

      Graphics.transition(10)

      loop do

        Graphics.update

        Input.update

        @analyze_window.update

        @spriteset.update

        $game_screen.update

        if Input.trigger?(Input::A) || Input.trigger?(Input::C)

          $game_system.se_play($data_system.cursor_se)

          Graphics.freeze

          case @analyze_window.mode

          when 0 then @analyze_window.back_opacity = 128

          when 1 then @analyze_window.opacity = 0

          when 2 then @analyze_window.opacity = @analyze_window.back_opacity = 255

          end

          $game_system.analyze_mode = ($game_system.analyze_mode+1) % 3

          @analyze_window.mode = $game_system.analyze_mode

          Graphics.transition(5)

        end

        break if Input.trigger?(Input::B)

      end

      Graphics.freeze

      $game_system.se_play($data_system.cancel_se)

      @analyze_window.dispose

      @analyze_window = nil

      Graphics.transition(10)

    end

  end

  

end

 
It even works with his bestiary.

EDIT:
Don't know how compatible it is though. Try it out.
 

Yin

Member

I don't really know how to script, I can only recommend, but I could TRY. Don't really know how successful I would be since I'm really JUST starting out. If anyone wants to take this off of my hands, feel free.
 

Zelf

Member

Sorry, didn't mean to make it sound like I wanted you get it to work how I wanted. I was going to do that. =) I haven't scripted anything yet, but I've done quite a few modifications to other scripts I use to get them working, so I should be able to get it do what I want.
 

Yin

Member

Oh, well, I have to change it a little for my game too, but I never actually tried moving the words around and I certainly don't know how I would add a stealable items section.
 

Zelf

Member

The one thing I need to figure out is if I can make all the info I want, appear in one window, instead of multiple windows. Except from screenshots it looks like that's what this does, multiple windows. Looks easy enough to add in a stealable items part to it. There's a custom string variable in the code, where you set the enemy and then what you want said for that enemy. So I could easily add in a stealable items section. But it again comes down to me wanting everything in one window. =(
 

Yin

Member

Yeah, hmm.... I know there's some that display in one window. Are you using SDK? I think Trickster had one. The only thing is I think it's linked to his stealing one. Also, there's this one by makeamidget & Khatharr but again, I believe that is linked to a steal script too.
 

Zelf

Member

Well I was trying to find Trickster's since it looked the closest to what I wanted, but I couldn't find his script anywhere. Was always a download and the download link was always broken wherever I found it. I'll look into that other one you mention though.
 

Sero

Member

You know. Blizzard told me to look for this script for a problem I had with my scan system using variables. I requested this on multiple sites and nobody found it.
Weird.
 

Zelf

Member

Couldn't get Blizzard's to work with my Battle System. :sad: Hopefully Trickster's will work. I guess I prefer Trickster's though because of the monster graphic in it also.
 

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