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#1 Mission Menu Empty Mission Menu
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mr_wiggles

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Mission Menu





  • Author: Mr_Wiggles | Version: 2.0 | Date: 11/25/15

Description:




This is a organized mission menu I had made a while back but never published on this site for some reason, (must've forgot to post it).

Features:





  • Mission Arrow that points the way to next goal on map,
  • Tidy menu for navigating mission list.
  • On map display of real time objective status.




Screen Shots:



soon



Version History:





  • Version 2.0 (11/25/15) - Initial Post



Script:


Demo Link: Download V 1.0 OLD!
Config Script:
Code:

#==============================================================================
#                        ** Wiggles Mission Config **
#------------------------------------------------------------------------------
# by Mr_Wiggles
# Version 2.0
# 11/25/15
#==============================================================================
#                        Mission Menu Instructions:
#                        --------------------------
# NEW: Short hand event script commands!
#
#   (1) - miss_complete?(id)
#   (2) - miss_failed?(id)
#   (3) - miss_known?(id)
#   (4) - obstat?(id, objective)
#   (5) - new_mission(id)
#   (6) - set_obstat(id, objective, status)
#------------------------------------------------------------------------------
# You can check the progress of missions by using:
#    $game_missions.completed?(id)        - (1)
#    $game_missions.failed?(id)           - (2)
#    $game_missions.known?(id)            - (3)
#    $game_missions.obj_status(id, ob_id) - (4)
# Inside of a script call in an event or conditional branch.
#
# (1) check if mission is completed
#
# (2) check if mission was failed
#
# (3) check if player knows about mission
#
# (4) check status of objective id for mission, returns:
#         stat = (0= not known, 1= known, 2= completed, 3= failed)
#
#------------------------------------------------------------------------------
# You can edit the mission's status by using:
#    $game_missions.know_mission(id, value = true) - (5)
#    $game_missions.change_obstat(id, ob_id, stat) - (6)
# Inside of a script call in an event or conditional branch.
#
# (5) id = mission id, value = boolean (true or false) defualt is true
#
# (6) id = mission id, ob_id = objectives id,
#     stat = (0= not known, 1= known, 2= completed, 3= failed)
#------------------------------------------------------------------------------
# Use $game_missions.set_active(id) manually set the active mission, player set.
# Call the mission menu by useing $scene = Scene_Missions.new
#
#==============================================================================
#
#                      Arrow Pointer Instructions:
#                      -------------------------
# To make the arrow point to a loctaion use an event that has:
#    "Missions [id]" in a comment within the top 5 lines.
#    the top five because most scripts that read event comments read
#    the first one. This was done to make the script compatible.
#
# [id] for Missions is all the ids that point to that event.This is good for
#     map change events for pointers on other maps.
#
# If an event is a map transfer and you want to point to missions on that
#    new map use ["all",excluding_ids]
#    ex. "Missions ["all",3,4]" will point to for all other missions that
#    are not 3 or 4.
#
# To make the arrow point to an object if a variable is at a certain value
#    use "ifvar[id]=value" after "Missions [id]".
#    ex.  "Missions [1,3] ifvar[1]=10"
#
# To make the arrow point to an obect if the vairable is NOT the matching
#    value use "ifvar[id]!=value" instead.
#
# To make the arrow point to an object if a switch is at a certain value
#    use "ifswi[id]=value" after "Missions [id]".
#    ex.  "Missions [1,3] ifswi[1]=true"
#
# To make the arrow point to a specific id set the vraiable with the id
#   of the "POINTVAR" to value of the destenation id. To stop pointing set
#   the variable to zero.
#
# NOTE: It is important that you do not have any spaces but those between
#   "Missions" and "[id]" or any arguements like "ifvar[1]=5" or "ifswi[1]=true".  
#    ex.  "Missions ["all",1,2] ifswi[1]=false"
#
# NOTE: The mission comment tags will only work if the event page they are on
#    is active. (say event page 2 needs switch[id] true, if there is a tag
#    on that page it will only work if switch[id] is true.)
#
# NOTE: You can use the list as an arguement branch as well.
#    ex. (event command list)
#        Comment: "Missions ["all",6,10] ifswi[100]=true"
#        Comment: "Missions [1,3] ifvar[1]=13"
#        Comment: "Missions [5,6]"
#   If the first comment arguments are not met it will move to the second
#   line, and if the second are not met it will move down to the third... etc.
#==============================================================================
#==============================================================================
# * CONFIG
#==============================================================================
module Wig_Mission
  #------------------------------------------------------------
  # * Mission Marker
  #------------------------------------------------------------
  # This is like a bullet point for the objectives.
  #  ○ ● - DOTS  □ ■ - SQUARES  √ - CHECK MARK
  INCO_MAR = "○ " # not yet completed
  DONE_MAR = "● " # completed
  FAIL_MAR = "X " # failed
  HIDE_COMP= true # hide missions in journal list if completed
  #------------------------------------------------------------
  # * Mission Arrow
  #------------------------------------------------------------
  USE_ARROW = true # Make sure to have Mission Arrow 2.4 script.
  ACT_VAR   = 42   # Variable that contains active mission id.
  #------------------------------------------------------------
  # * Mission HUD
  #------------------------------------------------------------
  USE_HUD  = true
  # Loctaion of window. (1-Top R, 2-Lower R, 3-Top L, 4-Lower L, 5-Center)
  WIN_LOC  = 1
  # Time that window is shown for. (in frames)
  WIN_TIME = WaitTime.fsec * 5
  # Wait untill there is no message being displayed.
  MSG_WAIT = true
#------------------------------------------------------------------------------
# Mission Arrow Config
#------------------------------------------------------------------------------
# Show debugging information.
DEBUG     = false
#------------------------------------------------------------------------------
# Location of the arrow sprite. [x, y] (320, 240 = Center Screen)
ARROW_LOC = [0, 0]
#------------------------------------------------------------------------------
# Refresh rate (lower number = faster refresh but more lag.)
REFRESH   = 10
#------------------------------------------------------------------------------
# Name of the Picture file for the arrow.
POINT_IMG = "Mission Arrow"
#------------------------------------------------------------------------------
# Arrow Opacity.
AROPACIT  = 180
#==============================================================================
#==============================================================================
  #------------------------------------------------------------
  # * Mission Name    =======================================================
  #------------------------------------------------------------
  # id => "name"
  NAMES = {
    1 => "Get into the Castle",
    2 => "Find the Library",
    3 => "Gathering Intel",
    4 => "Find the Crystal"
    }
  def self.name(id)
    if id == 0 ; show_error(0); return; elsif NAMES[id].nil?
    show_error(1, id); return; end; return NAMES[id]
  end
  #------------------------------------------------------------
  # * Mission Description    ================================================
  #------------------------------------------------------------
  def self.descrip(id)
    case id
    when 1
      text = "You don't remember much, but least you found an old friend." +
             "Guards are after your capture and you haven't a clue.."
    when 2
      text = "The king has died from a new evil known as Fousus, he has" +
             " asked you with his dyeing breath to take this key to the" +
             " Library located in the Dungeon of the Castle."
    when 3
      text = "Look around and try to find out what Fousus has been up to."
    when 4
      text = "You made it into Fousus' Tower, now find the first Crystal."
    end
    # Error checking.
    return text unless text.nil?; show_error(2, id)
  end
  #------------------------------------------------------------
  # * Mission Known    ======================================================
  #------------------------------------------------------------
  # Check to see if the mission is known. (bool value: "true or false")
  def self.known(id)
    case id
    when 1 then return true
    else # defualt return
      return false
    end
  end
  #------------------------------------------------------------
  # * Mission Objectives    =================================================
  #------------------------------------------------------------
  def self.objectives(id)
    case id
    when 1
      return ["Find a Way in", "Shut off the Pipes"]
    when 2
      return ["Find The Library"]
    when 3
      return ["Check Asguard", "Head To Mt. Helcora", "Climb the Mountian"]
    when 4
      return ["Find the Crystal", "Turn Off the Gas"]
    end; show_error(3, id); return nil
  end
  #------------------------------------------------------------
  # * Mission Objective Status    ===========================================
  #------------------------------------------------------------
  # This alows you to set the status of the individual objectives.
  # (0= not known, 1= known, 2= completed, 3= failed)
  def self.objec_status(id)
    info = []
    case id
    when 1 then info = [1, 0]
    when 2 then info = [1]
    when 3 then info = [1, 0, 0]
    when 4 then info = [1, 0]
    end
    return info if info.size == self.objectives(id).size; show_error(4, id)
  end
  #------------------------------------------------------------
  # * Mission Character    =================================================
  #------------------------------------------------------------
  # Displays a character graphic for the mission.
  # [Type, Character set name, frame = 0, hue = 0]. Use nil for no character.
  def self.picture(id)
    pic = []
    case id
    when 1 then pic = ["C", "196-Support04"]
    when 2 then pic = ["I", "note"]
    when 3 then pic = ["C", "182-Rock01"]
    when 4 then pic = ["C", "Crystals", 0]
    end
    # Error checking. DON'T EDIT
    return pic if pic.nil?
    frame = pic[2].nil? ? 0 : pic[2]; hue = pic[3].nil? ? 0 : pic[3]
    type, file = pic[0], pic[1]
    if type == "C"; bitmap = RPG::Cache.character(file, hue) rescue nil
    elsif type == "I"; bitmap = RPG::Cache.icon(file) rescue nil
    end; show_error(5, id, file) if bitmap.nil?; return [type, bitmap, frame]
  end
#==============================================================================
#==============================================================================
  #------------------------------------------------------------
  # * Show Error
  #------------------------------------------------------------
  def self.show_error(code, id = 0, extra = nil)
    if    code == 0
      error = "There can not be a mission with the id of 0."
    elsif code == 1
      error = "No name found for mission #{id}."
    elsif code == 2
      error = "No description found for mission #{id}."
    elsif code == 3
      error = "No objectives found for mission #{id}."
    elsif code == 4
      error = "Objective size doesnt match Status size for mission #{id}."
    elsif code == 5
      error = "IMG Set #{extra} not found for mission #{id}."
    elsif code == 6
      error = "No prevous status for mission #{id}, objective #{extra}. \n" +
              "Remember that objectives start counting at 0."
    elsif code == 7
      error = "No status for mission #{id}, objective #{extra}."
    end
    print("Wig Mission: #{error}"); $scene = nil if !SKIP_ERRORS
  end
end
#==============================================================================
# * END CONFIG
#==============================================================================

PART 2 INCLUDED IN POST 2 BELLOW!
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#2 Mission Menu Empty Re: Mission Menu
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mr_wiggles

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PART 2 of 2.

Code:
#==============================================================================
#                        ** Wiggles Mission Menu **
#------------------------------------------------------------------------------
# by Mr_Wiggles
# Version 2.0
# 11/25/15
#==============================================================================
#                              Instructions:
#                        --------------------------
# There is nothing to edit here. To make edits to the missions do so in the
# Wiggles Mission Config script.
#
SKIP_ERRORS = true # for adding to save games.
#==============================================================================
# * Short Hand calling.
#==============================================================================
class Interpreter
  def set_obstat(mission, objective, status)
    $game_missions.change_obstat(mission, objective, status)
  end
  #------------------------------------------------------------
  def obstat?(mission, objective)
    return $game_missions.obj_status(mission, objective)
  end
  #------------------------------------------------------------
  def new_mission(id)
    $game_missions.know_mission(id)
  end
  #------------------------------------------------------------
  def miss_complete?(id)
    return $game_missions.completed?(id)
  end
  #------------------------------------------------------------
  def miss_failed?(id)
    return $game_missions.failed?(id)
  end
  #------------------------------------------------------------
  def miss_known?(id)
    $game_missions.known?(id)
  end
  #------------------------------------------------------------
  def miss_complete(id)
    $game_missions.complete_mission(id)
  end
end

#==============================================================================
# * Game_Missions
#==============================================================================
class Game_Missions
  attr_reader  :num_mis
  attr_accessor :active_id
  #------------------------------------------------------------
  # * Initialize
  #------------------------------------------------------------
  def initialize
    @known      = {}
    @completed  = {}
    @obj_stats  = {}
    @active_id  = 0
  end
  #------------------------------------------------------------
  # * Completed?
  #------------------------------------------------------------
  def completed?(id)
    obs = Wig_Mission.objectives(id)
    for i in 0...obs.size
      @obj_stats[id] = Wig_Mission.objec_status(id) if @obj_stats[id].nil?
      complete = (@obj_stats[id][i] == 2)
      break if !complete
    end
    return complete
  end
  #------------------------------------------------------------
  # * Full list
  #------------------------------------------------------------
  def mission_total
    return Wig_Mission::NAMES.size
  end
  #------------------------------------------------------------
  # * Failed?
  #------------------------------------------------------------
  def failed?(id)
    obs = Wig_Mission.objectives(id)
    for i in 0...obs.size
      @obj_stats[id] = Wig_Mission.objec_status(id) if @obj_stats[id].nil?
      failed = (@obj_stats[id][i] == 3)
      break if failed
    end
    return failed
  end
  #------------------------------------------------------------
  # * Known?
  #------------------------------------------------------------
  def known?(id)
    @known[id] = Wig_Mission.known(id) if @known[id].nil?
    @obj_stats[id] = Wig_Mission.objec_status(id) if @obj_stats[id].nil?
    return @known[id]
  end
  #------------------------------------------------------------
  # * Know Mission
  #------------------------------------------------------------
  def know_mission(id, value = true)
    @active_id = 0 if @active_id == id and !value
    @known[id] = value
    @obj_stats[id] = Wig_Mission.objec_status(id) #if @obj_stats[id].nil?
    # show hud
    return if $game_system.mission_hud.nil?
    if value
      $game_system.mission_hud.show("Quest: " + Wig_Mission.name(id), "Learned")
    else
      $game_system.mission_hud.show("Quest: " + Wig_Mission.name(id), "Forgoten")
    end
  end
  #------------------------------------------------------------
  # * Complete Mission
  #------------------------------------------------------------
  def complete_mission(id)
    unless known?(id)
      know_mission(id)
    end
    @obj_stats[id] = Wig_Mission.objec_status(id) if @obj_stats[id].nil?
    if @obj_stats[id].nil?
      show_error(6, id, 0); return
    end
    for stat in @obj_stats[id]
      ob_id = @obj_stats[id].index(stat)
      change_obstat(id, ob_id, 2)
    end
  end
  #------------------------------------------------------------
  # * Objective Status
  #------------------------------------------------------------
  def obj_status(id, ob_id)
    @obj_stats[id] = Wig_Mission.objec_status(id) if @obj_stats[id].nil?
    status = @obj_stats[id][ob_id]
    return status unless status.nil?
    #show_error(7, id, ob_id)
    return 0
  end
  #------------------------------------------------------------
  # * Change Objective Status
  #------------------------------------------------------------
  def change_obstat(id, ob_id, stat)
    stat = 3 if stat > 3; stat = 0 if stat < 0
    @obj_stats[id] = Wig_Mission.objec_status(id) if @obj_stats[id].nil?
    @obj_stats[id][ob_id] = stat
    if @obj_stats[id][ob_id].nil?
      show_error(6, id, ob_id); return
    end
    #if (@active_id / 10).floor == id and (failed?(id) or completed?(id))
    if @active_id == id and (failed?(id) or completed?(id))
      set_active(0)
    else
      set_active(id) if @active_id == id
      #set_active(id) if (@active_id / 10).floor == id
    end
    # show hud
    return if $game_system.mission_hud.nil?
    name = Wig_Mission.name(id)
    if    failed?(id)
      $game_system.mission_hud.show("Quest: " + name, "Failed")
    elsif completed?(id)
      $game_system.mission_hud.show("Quest: " + name, "Completed")
    else
      ob = Wig_Mission.objectives(id); ob = ob[ob_id]
      case stat
      when 1
        $game_system.mission_hud.show("Quest: " + name,
          "New : " + ob)
      when 2
        $game_system.mission_hud.show("Quest: " + name,
          ob + ": Completed")
      when 3
        $game_system.mission_hud.show("Quest: " + name,
          ob + ": Failed")
      end
    end
  end
  #------------------------------------------------------------
  # * Get Last Completed Objective
  #------------------------------------------------------------
  def last_obj(id)
    obs = Wig_Mission.objectives(id)
    ob_id = 0
    for i in 0..obs.size - 1
      next if obj_status(id, i) == 2
      ob_id = i + 1
      break
    end
    return ob_id
  end
  #------------------------------------------------------------
  # * Set Active Mission
  #------------------------------------------------------------
  def set_active(id)
    $game_variables[Wig_Mission::ACT_VAR] = 0
    if id != 0 and (completed?(id) or failed?(id))
      return false
    end
    #value  = id * 10
    #if id != 0
    #  value += last_obj(id)
    #end
    if Wig_Mission::USE_ARROW
      $game_variables[Wig_Mission::ACT_VAR] = id #value
    end
    @active_id = id #value
    # show hud
    unless $game_system.mission_hud.nil? or id == 0 or @old_id == id
      ob = Wig_Mission.objectives(id); ob = ob[last_obj(id) - 1]
      $game_system.mission_hud.show("Quest: " + Wig_Mission.name(id),
        Wig_Mission::INCO_MAR + ob)
    end
    @old_id = id if @old_id != id
    return true
  end
end

#==============================================================================
# * Scene_Title
#==============================================================================
class Scene_Title
  $game_missions = Game_Missions.new
end

#==============================================================================
# * Scene_Save
#==============================================================================
class Scene_Save < Scene_File
  alias :wig_miss_save :write_save_data
  def write_save_data(file)
    $game_system.dispose_windows
    wig_miss_save(file)
    Marshal.dump($game_missions, file)
  end
end

#==============================================================================
# * Scene_Load
#==============================================================================
class Scene_Load < Scene_File
  alias :wig_miss_load :read_save_data
  def read_save_data(file)
    wig_miss_load(file)
    $game_missions = Marshal.load(file)
    # show hud
    id = $game_missions.active_id
    unless $game_system.mission_hud.nil? or id == 0
      ob = $game_missions.objectives(id)
      ob = ob[$game_missions.last_obj(id) - 1]
      $game_system.mission_hud.show("Quest: " + $game_missions.name(id),
        Wig_Mission::INCO_MAR + ob)
    end
  end
end

#==============================================================================
# * Scene_Missions
#==============================================================================
class Scene_Missions
  #------------------------------------------------------------
  # * Main
  #------------------------------------------------------------
  def main
    # create windows
    @discrip_window = Mission_Desc_Window.new
    @menu_window    = Mission_Menu_Window.new
    if $game_missions.active_id != 0
      id = $game_missions.active_id
      @menu_window.index = @menu_window.data.index(id)
    end
    # main loop
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      break if $scene != self
    end
    Graphics.freeze
    # dispose windows
    @discrip_window.dispose
    @menu_window.dispose
  end
  #------------------------------------------------------------
  # * Update
  #------------------------------------------------------------
  def update
    # update windows
    @menu_window.update
    @discrip_window.update(@menu_window.mission, @menu_window.mission_nums)
    # update commands
    if Input.trigger?(Input::C)
      id = @menu_window.mission
      #if ($game_missions.active_id / 10).floor == id
      unless id.nil?
        if $game_missions.active_id == id
          $game_missions.set_active(0)
        elsif !$game_missions.set_active(id)
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      end
      $game_system.se_play($data_system.decision_se)
      @menu_window.refresh
      return
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
  end
end

#==============================================================================
# * Mission_Desc_Window
#==============================================================================
class Mission_Desc_Window < Window_Base
  #------------------------------------------------------------
  # * Initialize
  #------------------------------------------------------------
  def initialize
    super(0, 0, 640, 320)
    self.contents = Bitmap.new(width - 32, height - 32)
    @old_id = 0
    update
  end
  #------------------------------------------------------------
  # * Refresh
  #------------------------------------------------------------
  def refresh(id, mission_nums)
    self.contents.clear
    # draw back ground
    wmm_draw_box(280, 0, 320, 280, Color.new(40, 40, 40, 200))
    return if id == 0
    # draw name
    name = Wig_Mission.name(id)
    self.contents.draw_text(0, 0, 200, 32, "Name: #{name}")
    # draw description
    self.contents.font.size = 18
    descrip = Wig_Mission.descrip(id)
    format_string(290, 8, "#{descrip}", 265)
    self.contents.font.size = 24
    # draw objectives
    objec = Wig_Mission.objectives(id)
    for i in 0...objec.size
      name  = objec[i]
      status = $game_missions.obj_status(id, i)
      next if status == 0
      case status
      when 1
        self.contents.font.color = normal_color
        mark = Wig_Mission::INCO_MAR
      when 2
        self.contents.font.color = text_color(3)
        mark = Wig_Mission::DONE_MAR
      when 3
        self.contents.font.color = knockout_color
        mark = Wig_Mission::FAIL_MAR
      end
      self.contents.draw_text(0, 64 + (32 * i), 250, 32, "#{mark}#{name}")
    end
    self.contents.font.color = normal_color
    # draw character
    type, bit, frame = Wig_Mission.picture(id)
    return if bit.nil?
    bx, by = 0, 0
    if type == "C"
      bw, bh = bit.width / 4, bit.height / 4
      bx = 0 + bw * (frame % 4)
      by = 0 + bh * (frame / 4)
    elsif type == "I"
      bw, bh = bit.width / 2, bit.height / 2
    end
    x = 225 - (bw / 2); y = 272 - bh
    wmm_draw_box(x - 4, y, bw + 8, bh + 8, Color.new(60, 60, 60, 180))
    self.contents.blt(x, y + 4, bit, Rect.new(bx, by, bw, bh))
    if mission_nums.size > 0
      self.contents.font.size = 14
      known, completed, failed = mission_nums
      s = "Known: #{known} | Completed: #{completed}"
      if failed > 0
        s = s + " | Failed: #{failed}"
      end
      self.contents.draw_text(0, 276, 185, 16, "- #{s} -", 1)
    end
  end
  #------------------------------------------------------------
  # * Update
  #------------------------------------------------------------
  def update(id = 0, mission_nums = [])
    super()
    return if id == @old_id
    @old_id = id
    return if id.nil?
    refresh(id, mission_nums)
  end
end

#==============================================================================
# * Mission_Menu_Window
#==============================================================================
class Mission_Menu_Window < Window_Selectable
  attr_reader :mission_nums
  #--------------------------------------------------------------------------
  # * Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 320, 640, 160)
    @column_max = 2
    @mission_nums = [0,0,0]
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Get Mission
  #--------------------------------------------------------------------------
  def mission
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Get Data
  #--------------------------------------------------------------------------
  def data
    return @data
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []; @mission_nums = [0, 0, 0]
    # Add data
    for i in 1..$game_missions.mission_total
      unless $game_missions.completed?(i) and Wig_Mission::HIDE_COMP
        if $game_missions.known?(i)
          @data.push(i); @mission_nums[0] += 1
        end
      end
      if $game_missions.completed?(i)
        @mission_nums[1] += 1
      elsif $game_missions.failed?(i)
        @mission_nums[2] += 1
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    id = @data[index]
    x  =  320 * (index % @column_max) + 4
    y  = index / @column_max * 32
    # blank rect
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    # name
    name = Wig_Mission.name(id)
    self.contents.font.color = text_color(3)  if $game_missions.completed?(id)
    self.contents.font.color = knockout_color if $game_missions.failed?(id)
    aid = $game_missions.active_id
    self.contents.font.color = crisis_color if id == aid
    self.contents.draw_text(x, y, 320, 32, name)
    self.contents.font.color = normal_color
  end
end

#==============================================================================
# ** Game_System
#==============================================================================
class Game_System
  attr_accessor :mission_hud
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias :misshud_up :update
  def update
    misshud_up
    # infliction window
    if Wig_Mission::USE_HUD
      if $scene.is_a?(Scene_Map)
        @mission_hud = Mission_HUD.new if @mission_hud.nil?
        @wma_window = Window_MNArrow.new if @wma_window.nil?
        @mission_hud.update
        @wma_window.update
      else
        @mission_hud.dispose unless @mission_hud.nil?
        @wma_window.dispose unless @wma_window.nil?
        @mission_hud = nil
        @wma_window = nil
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Dispose All windows
  #--------------------------------------------------------------------------
  def dispose_windows
    @mission_hud.dispose unless @mission_hud.nil?
    @wma_window.dispose unless @wma_window.nil?
    @mission_hud = nil
    @wma_window = nil
  end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
  alias :mission_update :update
  def update
    $game_system.update
    mission_update
  end
end

#==============================================================================
# ** Mission_HUD
#==============================================================================
START_WIDTH = 164
class Mission_HUD < Window_Base
  #--------------------------------------------------------------------------
  # * Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, START_WIDTH, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = 18
    self.visible  = false
    self.opacity  = 180
    self.z = 99999
    @display_time = 0
    @need_show    = []
  end
  #--------------------------------------------------------------------------
  # * Show
  #--------------------------------------------------------------------------
  def show(text1, text2)
    unless @need_show.include?([text1, text2])
      @need_show.push([text1, text2])
    end
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #--------------------------------------------------------------------------
  def set_text(text1, text2)
    s1 = self.contents.text_size(text1).width + 20
    s2 = self.contents.text_size(text2).width + 20
    if s1 > START_WIDTH or s2 > START_WIDTH
      self.width = s1 > s2 ? s1 : s2
      self.width += 40
    else
      self.width = START_WIDTH
    end
    self.contents.dispose
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
    self.contents.font.size = 18
    # set window location
    case Wig_Mission::WIN_LOC
    when 1 # Top Right
      self.x = 0; self.y = 0
    when 2 # Lower Right
      self.x = 0; self.y = 480 - height
    when 3 # Top Left
      self.x = 640 - width; self.y = 0
    when 4 # Lower Left
      self.x = 640 - width; self.y = 480 - height
    when 5 # Center
      self.x = 320 - (width / 2); self.y = 240 - (height / 2)
    end
    # draw text
    self.contents.font.color = normal_color
    @display_time = Wig_Mission::WIN_TIME + 20
    self.contents.draw_text(0,  0, s1, 32, text1)
    self.contents.draw_text(0, 28, s2, 32, text2)
    self.visible = true
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    # close window
    if self.visible
      @display_time -= 1 if @display_time > 0
      if @display_time < 20
        self.width -= 4
      elsif @display_time.zero?
        self.visible  = false
        self.width    = START_WIDTH
      end
    end
    # if display array is empty
    if @need_show.empty?
      @display_wait = 8
      return
    end
    # wait time to display effects
    return if $game_temp.message_window_showing and Wig_Mission::MSG_WAIT
    if @display_wait.zero?
      text1, text2 = @need_show[0]
      @need_show.delete_at(0)
      @display_wait = Wig_Mission::WIN_TIME + 20
      set_text(text1, text2)
    end
    @display_wait -= 1 if @display_wait > 0
  end
end

#==============================================================================
# ** Window Base
#==============================================================================
class Window_Base
  #--------------------------------------------------------------------------
  # * Format String
  #--------------------------------------------------------------------------
  def format_string(x, y, string, max_width = 100)
    temp_word_array = string.scan (/./)
    position = line_break = 0
    lines = []
    blank_width = []
    new_string = [lines, blank_width]
    for i in 0...temp_word_array.size
      character = temp_word_array[i]
      if character == " " or i == temp_word_array.size - 1
        i += 1 if i == temp_word_array.size - 1
        if self.contents.text_size(string[line_break,
            i-line_break]).width <= max_width
          position = i
        else
          line = temp_word_array[line_break, position-line_break]
          new_string[0].push(line)
          line_blank = max_width - self.contents.text_size(string[
            line_break, position-line_break]).width
          new_string[1].push(line_blank.to_f / (line.size.to_f - 1.0))
          line_break = position + 1
          position = i
        end
      end
    end
    new_string[0].push(temp_word_array[line_break,
      temp_word_array.size - line_break])
    draw_formated_string(x, y, new_string[0])
  end
  #--------------------------------------------------------------------------
  # * Draw New String
  #--------------------------------------------------------------------------
  def draw_formated_string(x = 0, y = 0, lines = nil)
    return if lines.nil?
    size = self.contents.font.size
    for line in 0...lines[0].size
      self.contents.draw_text(x, y + (line * size), 380, size, lines[line].to_s)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Box
  #--------------------------------------------------------------------------
  def wmm_draw_box(x, y, w, h, f = nil, s = 2, c = Color.new(200, 200, 200))
    self.contents.fill_rect(Rect.new(x, y, w, h), f) unless f.nil?
    self.contents.fill_rect(Rect.new(  x,  y, w,  s), c)
    self.contents.fill_rect(Rect.new(  x, y+h, w,  s), c)
    self.contents.fill_rect(Rect.new(  x,  y, s,  h), c)
    self.contents.fill_rect(Rect.new(x+w,  y, s, h+s), c)
  end
end

#==============================================================================
# ** Game Event
#==============================================================================
class Game_Event < Game_Character
  def missions
    return [] if @list.nil?
    for i in 0..@list.size - 1
      line = @list[i]
      next if line.nil?
      command = line.parameters[0]
      next if command.nil? or !command.to_s.include?("Missions [")
      command = command.to_s.split(" ")
      if (command[2].nil? and command.size > 2) or command.size > 3
        string = "Mis Arrow: Event #{self.id} has too many spaces. \n" +
                "Comment: #{command.join(' - ')}"
        print("#{string}")
        $scene = nil
        return
      end
      if command[0] == "Missions"
        missions = command[1]
        unless command[2].nil?
          argue = command[2].split("=")
          unless argue[0].nil?
            argue[0].gsub("[", "$'")
            unless $'.nil?
              id    = $'.sub("]", "").to_i
              value = argue[1].to_i
              if argue[0].include?("ifvar")
                not_val = argue[0].include?("!")
                unless not_val
                  missions = nil unless $game_variables[id] == value
                else
                  missions = nil unless $game_variables[id] != value
                end
              elsif argue[0].include?("ifswi")
                not_val = argue[0].include?("!")
                unless not_val
                  missions = nil if $game_switches[id] == (value == 1)
                  #print("#{value} + #{$game_switches[id]}")
                else
                  missions = nil unless $game_switches[id] != (value == 1)
                end
              end
              #print("#{argue[0]} : #{id} = #{value}")
            end
          else
            missions = nil
          end
        end
        break if missions != nil
      end
    end
    missions = "[]" if command.nil?
    if missions.nil?
      missions = command[1].include?("all") ? "[\"all\"]" : "[]"
    end
    if missions.include?("all")
      new_ids = []; index = 0; 9999.times{index += 1; new_ids.push(index)}
      missions.delete!("\"all\",")
      ids = eval(missions)
      for id in ids
        new_ids.delete(id.to_i)
      end
      ids = new_ids
    else
      ids = eval(missions)
    end
    return ids
  end
end

#==============================================================================
# ** Mission Arrow Window
#==============================================================================
class Window_MNArrow < Window_Base
  #--------------------------------------------------------------------------
  def initialize
    super(-16, -16, 700, 540)
    self.contents = Bitmap.new(self.width - 32, self.height - 32)
    self.contents.font.size = 20
    self.opacity = 0
    @update_wait = 0
    @bitmap = RPG::Cache.picture(Wig_Mission::POINT_IMG) rescue nil
    @arrow = Arrow_Sprite.new(@bitmap)
    @angle = 0
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    pointers = []
    ids = []
    set_true = false
    for event in $game_map.events.values
      ids = event.missions
      next if ids.nil? or ids.empty?
      if ids.include?($game_variables[Wig_Mission::ACT_VAR])
        pointers.push(event.id)
        px, py = $game_player.x, $game_player.y
        ex, ey = event.x, event.y
        gx = ex - px; gy = ey - py
        @angle = get_angle(gx, gy)
        @arrow.angle = 270 + @angle
        w, h = @bitmap.width, @bitmap.height
        self.contents.blt(@arrow.x - (w / 4), @arrow.y - (h / 2), @bitmap,
        Rect.new(0, 0, w / 2, h), Wig_Mission::AROPACIT)
        set_true = true
        event_id = event.id
        break
      end
    end
    @arrow.visible = set_true
    id = $game_variables[Wig_Mission::ACT_VAR]
    return unless Wig_Mission::DEBUG and id != 0
    self.contents.fill_rect(Rect.new(-24, 0, 680, 56), Color.new(0,0,0,150))
    self.contents.draw_text(-24, 0, 680, 32,
      "Target Mis:#{id} - Angle:#{@angle} - " +
      "Event#{event_id}:[#{ex}, #{ey}] - " +
      "Player:[#{px}, #{py}] - Point:[#{gx},#{gy}]", 1)
    self.contents.draw_text(0, 24, 680, 32,
      "Pointing at Event ID(s): #{pointers.join(', ')}", 1)
  end
  #--------------------------------------------------------------------------
  def update
    super
    @update_wait -= 1
    return if @update_wait > 0
    @update_wait = Wig_Mission::REFRESH
    refresh
    @arrow.visible = false if $game_variables[Wig_Mission::ACT_VAR] == 0
    @arrow.update if @arrow.visible
  end
  #--------------------------------------------------------------------------
  def dispose
    @arrow.dispose
    super
  end
  #--------------------------------------------------------------------------
  def get_angle(lx, ly)
    angle  = (Math.atan2(lx, ly) * 100).round
    angle /= 2
    if angle < 0
      angle *= -1; angle = 360 - angle % 360
    end
    angle =  0 if lx == 0 and ly  > 0
    angle =  90 if lx  > 0 and ly == 0
    angle = 180 if lx == 0 and ly  < 0
    angle = 270 if lx  < 0 and ly == 0
    return angle
  end
end

#==============================================================================
# ** Arrow Sprite
#==============================================================================
class Arrow_Sprite < Sprite
  #--------------------------------------------------------------------------
  def initialize(bitmap)
    view = Viewport.new(0, 0, 680, 480); view.z = 9000
    super(view)
    unless bitmap.nil?
      self.bitmap = bitmap; w, h = bitmap.width, bitmap.height
      self.src_rect.set(w / 2, 0, w / 2, h)
      self.x, self.y = Wig_Mission::ARROW_LOC[0] - (w / 2),
        Wig_Mission::ARROW_LOC[1] - (h / 2)
      self.x = (w / 4) if self.x < 0
      self.y = (h / 2) if self.y < 0
      self.x = 680 - (w / 4) if self.x > 680
      self.y = 480 - (h / 2) if self.y > 480
      self.ox, self.oy = w / 4, h / 2
      self.opacity = Wig_Mission::AROPACIT
    else
      string = "Mis Arrow: \'#{POINT_IMG}\' was not found, be sure that it" +
              "\n is in your Graphics\Pictures folder."
      print("#{string}")
    end
    self.visible = false
    update
  end
  #--------------------------------------------------------------------------
  def dispose
    self.bitmap.dispose unless self.bitmap.nil?
    super
  end
end

#==============================================================================
# ** Scene Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  alias :wmm_bat :call_battle
  def call_battle
    $game_system.dispose_windows
    wmm_bat
  end
  #--------------------------------------------------------------------------
  alias :wmm_shop :call_shop
  def call_shop
    $game_system.dispose_windows
    wmm_shop
  end
  #--------------------------------------------------------------------------
  alias :wmm_name :call_name
  def call_name
    $game_system.dispose_windows
    wmm_name
  end
  #--------------------------------------------------------------------------
  alias :wmm_menu :call_menu
  def call_menu
    $game_system.dispose_windows
    wmm_menu
  end
  #--------------------------------------------------------------------------
  alias :wmm_save :call_save
  def call_save
    $game_system.dispose_windows
    wmm_save
  end
  #--------------------------------------------------------------------------
  alias :wmm_debug :call_debug
  def call_debug
    $game_system.dispose_windows
    wmm_debug
  end
end
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