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Screenshot explains everything
LiTTleDRAgo
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Multiple Treasure Info
Version: 2.0
Author: LiTTleDRAgo
Date: June 16, 2011
Description
Version: 2.0
Author: LiTTleDRAgo
Date: June 16, 2011
Description
Screenshot explains everything
Instructions
Paste below XASScript
- Code:
#==============================================================================#
# Multi Treasure Info #
# By LiTTleDRAgo #
#==============================================================================#
module DRG_TREASURE_INFO
MTI_HUD_X = -20
MTI_HUD_Y = 420 - 100
MTI_TIME = 1
WINDOW_PRIORITY_Z = 99999
FONT = 'Monotype Corsiva'
SIZE = 20
ACT_SE = 'Mana - Menu-01'
end
#==============================================================================
# ■ MTI
#==============================================================================
class Mti < Sprite
include DRG_TREASURE_INFO
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def init
setup
@inf = Sprite.new
@inf.bitmap = Bitmap.new(120,70)
@inf.z = 2 + WINDOW_PRIORITY_Z
@inf.oy = -MTI_HUD_Y + 50
@inf.bitmap.font.name = 'Georgia'
@inf.bitmap.font.size = 30
@inf.bitmap.font.italic = true
@inf.bitmap.font.color = Color.new(255, 255, 128, 255)
# @inf.bitmap.draw_circle_gradient(24, 24, 25, Color.gray,45,1)
@inf.bitmap.draw_text(5, 4, 120, 40, 'Get',0)
@inf.opacity = 0
end
#--------------------------------------------------------------------------
# ● Setup
#--------------------------------------------------------------------------
def setup
$game_temp.mti_text_x = 0
$game_temp.mti_text_y = 0
$game_temp.mti_text_zoom_x = 1.00
$game_temp.mti_text_zoom_y = 1.00
$game_temp.mti_text_opa = 0
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
super
update_start_move
refresh if $game_temp.mti_start
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose
return super if @text.nil?
@text.each {|i| i.dispose if !i.nil?}
@inf.dispose if !@inf.nil?
super
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
$game_temp.mti_start = false
init if @inf.nil?
(@count.nil? || @count >= 5) ? @count = 0 : @count += 1
if @text[@count].nil?
@text[@count] = Sprite.new
@text[@count].bitmap = Bitmap.new(120,40)
@text[@count].z = 2 + WINDOW_PRIORITY_Z
@text[@count].bitmap.font.name = FONT
@text[@count].bitmap.font.size = SIZE
end
@text[@count].bitmap.clear
@text[@count].opacity = 100
@text[@count].zoom_x = 1.50
@text[@count].oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y
@text[@count].ox = -MTI_HUD_X - 50 + $game_temp.mti_text_x
@text[@count].zoom_x = $game_temp.mti_text_zoom_x
@text[@count].zoom_y = $game_temp.mti_text_zoom_y
@text[@count].bitmap.draw_text(0, 0, 120, 40, $game_temp.mti_text.to_s,0)
@text[@count].visible = true
@time[@count] = MTI_TIME * 40
end
#--------------------------------------------------------------------------
# ● Update Start Move
#--------------------------------------------------------------------------
def update_start_move
@text,@time = [],[] if @text.nil? or @time.nil?
v = @count.nil? ? 0 : @count
return if @text[v].nil?
if !@time[v].nil? and @time[v] > 0
if @text[v].opacity < 255
@text[v].oy = -MTI_HUD_Y + 5 + $game_temp.mti_text_y
@text.each_index {|i|
if v != i && !@text[i].nil?
@text[i].oy += 1
@text[i].opacity -= 5 if @text[v-i].opacity > 0
end}
@text[v].opacity += 10
end
@inf.opacity += 10 if @inf.opacity < 255
else
@text.each_index {|i|
if @text[i].opacity > 0
@text[i].opacity -= 5
@text[i].oy += 1
else
@text[i].visible = false
end}
@inf.opacity -= 10 if @inf.opacity > 0
end
@time[v] -= 1 if @time[v] > 0
end
end
#===============================================================================
# ■ Interpreter
#===============================================================================
class Interpreter
#--------------------------------------------------------------------------
# ● multi_treasure_info_popup(text)
#--------------------------------------------------------------------------
def multi_treasure_info_popup(text)
$game_temp.mti_text = text
$game_temp.mti_text_time = 40 * DRG_TREASURE_INFO::MTI_TIME
$game_temp.mti_start = true
end
#--------------------------------------------------------------------------
# ● Play SE
#--------------------------------------------------------------------------
def play_se_itm
Audio.se_play('Audio/SE/'+DRG_TREASURE_INFO::ACT_SE , 70, 100) rescue nil
end
#--------------------------------------------------------------------------
# ● Change Gold
#--------------------------------------------------------------------------
alias drgXp_command_125 command_125
def command_125
drgXp_command_125
value = operate_value(@parameters[0], @parameters[1], @parameters[2])
text = value.to_s + ' ' + $data_system.words.gold
multi_treasure_info_popup(text) if value > 0
end
#--------------------------------------------------------------------------
# ● Display Item Animaton
#--------------------------------------------------------------------------
alias drgXp_display_item_animaton display_item_animaton
def display_item_animaton(damage_item,gold_effect,value,item_name)
drgXp_display_item_animaton(damage_item,gold_effect,value,item_name)
if damage_item == nil
text = value.to_s + ' x ' + item_name
multi_treasure_info_popup(text) if value > 0
play_se_itm if value > 0
elsif gold_effect != nil
text = gold_effect.to_s + ' ' + $data_system.words.gold
multi_treasure_info_popup(text) if value > 0
play_se_itm if value > 0
end
end
#--------------------------------------------------------------------------
# ● Command_127 (WEAPON)
#--------------------------------------------------------------------------
alias drgXp_item_command_127 command_127
def command_127
drgXp_item_command_127
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
item_name = load_data('Data/Weapons.rxdata')
text = value.to_s + ' x ' + item_name[@parameters[0]].name
multi_treasure_info_popup(text) if value > 0
end
#--------------------------------------------------------------------------
# ● Command_128 (ARMOR)
#--------------------------------------------------------------------------
alias drgXp_command_128 command_128
def command_128
drgXp_command_128
value = operate_value(@parameters[1], @parameters[2], @parameters[3])
item_name = load_data('Data/Armors.rxdata')
text = value.to_s + ' x ' + item_name[@parameters[0]].name
multi_treasure_info_popup(text) if value > 0
end
end
#==============================================================================
# ■ Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# ● Main
#--------------------------------------------------------------------------
alias drgXp_mti_main main
def main
drgXp_mti_main
@mti.dispose
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias drgXp_mti_update update
def update
drgXp_mti_update
@mti.nil? ? @mti = Mti.new : @mti.update
end
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :mti_text_x,:mti_text_y,:mti_text_zoom_x,:mti_text_zoom_y,
:mti_text_opa,:mti_text,:mti_text_time,:mti_start
end
$drago_multi_treasure_info = true
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G@MeF@Ce
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@,@ - this is just lovely! This XAS-add on is plug and play, no need for graphics, and works like a charm. Real professional. Thanks for sharing drago! +++
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Thunder
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Can't see any screenshot, did you forgot to post it?
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G@MeF@Ce
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the screen shot doesn't do the scrolling and the fading any justice, but it looks like this ~
(just got two potions)
(just got two potions)
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Thunder
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Oh thanks, I couldnt see it in home, maybe some firefox addon blocking it. I can see now, thanks.
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I'll update the screenshot with yours
LiTTleDRAgo
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G@MeF@Ce wrote:
- Spoiler:
the screen shot doesn't do the scrolling and the fading any justice, but it looks like this ~
(just got two potions)
I'll update the screenshot with yours
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G@MeF@Ce
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yo drago!
how would I position this to appear above the player?
(I've tried tinkering using $game_player.x, etc... no luck)
(I love this script!)
how would I position this to appear above the player?
(I've tried tinkering using $game_player.x, etc... no luck)
(I love this script!)
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LiTTleDRAgo
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I don't have time (or mood?) to tinkering the script right now
probably you can look at
@text[@count].oy
@text[@count].ox
--edit : that won't do
I guess is easier to make new version from stratch in class game_character & sprite_character
(like baloon script XP or XRXS damage popup)
probably you can look at
@text[@count].oy
@text[@count].ox
--edit : that won't do
I guess is easier to make new version from stratch in class game_character & sprite_character
(like baloon script XP or XRXS damage popup)
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