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Original Source
- Original title: Encounter Indicator
- Original author: Roninator2
- Original date: January 25, 2017
- Source thread: https://forums.rpgmakerweb.com/threads/encounter-indicator.74103/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
Can anyone suggest a way to fix an issue I'm having? I have Racheal's Encounter Pointer script, which is awesome. (Restaff February 2014) Spoiler: Rachael Encounter Indicator Script Code:
Archived First Post
Can anyone suggest a way to fix an issue I'm having?
I have Racheal's Encounter Pointer script, which is awesome. (Restaff February 2014)
And Victor Sant Light Effects. https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/light-effects/
What happens is that when I go into an area that is with a shade, the encounter pointer is layered under the shade, thus making it hard to see.
Protected download
Khas Script
https://forums.rpgmakerweb.com/index.php?threads/khas-awesome-light-effects.4917/
I have Racheal's Encounter Pointer script, which is awesome. (Restaff February 2014)
Code:
#==============================================================================
# Encounter Indicator
# by: Racheal
# Version 1.0
# Created: 04/02/2014
#==============================================================================
# Displays an image that changes as a random encounter gets closer.
# Image does not display on a map with no encounters or if the hide switch is
# on.
#==============================================================================
# Instructions:
# * Insert in the Materials section
# * Configure to your liking below
#==============================================================================
#==============================================================================
# Customization
#==============================================================================
module Racheal
module Encounter
#Switch ID that will hide the indicator when on.
HIDE_SWITCH = 5
#Names of the indicator pictures.
#Should be located in the Graphics/Pictures folder
PICTURES = ["EInd_Green", "EInd_Yellow", "EInd_Orange", "EInd_Red"]
#Percents at which the indicator changes.
#Should have the same number of elements as the pictures list above.
#Should also start with 100.
PERCENTS = [100, 50, 25, 10]
end
end
#==============================================================================
# End Customization
#==============================================================================
class Game_Player < Game_Character
attr_reader :encounter_count
attr_reader :encounter_max
#--------------------------------------------------------------------------
# * Create Encounter Count
#--------------------------------------------------------------------------
alias encounter_display_make_encounter_count make_encounter_count
def make_encounter_count
encounter_display_make_encounter_count
@encounter_max = @encounter_count
end
end
#==============================================================================
class Sprite_Encounter < Sprite_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
end
#--------------------------------------------------------------------------
# * Free
#--------------------------------------------------------------------------
def dispose
bitmap.dispose if bitmap
super
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
hide = $game_switches[Racheal::Encounter::HIDE_SWITCH]
self.visible = !(hide or no_encounters?)
return unless visible
percent = $game_player.encounter_count * 100 / $game_player.encounter_max
rate = 0
Racheal::Encounter::PERCENTS.each_with_index { |max, index|
rate = index if percent < max
}
new_bitmap = Cache.picture(Racheal::Encounter::PICTURES[rate])
if bitmap != new_bitmap
self.bitmap = new_bitmap
end
end
#--------------------------------------------------------------------------
# * No Encounters
#--------------------------------------------------------------------------
def no_encounters?
return true if $game_system.encounter_disabled
return true if $game_player.make_encounter_troop_id == 0
return false
end
end
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Create Timer Sprite
#--------------------------------------------------------------------------
alias encounter_display_spriteset_map_create_timer create_timer
def create_timer
encounter_display_spriteset_map_create_timer
@encounter_sprite = Sprite_Encounter.new(@viewport2)
end
#--------------------------------------------------------------------------
# * Free Timer Sprite
#--------------------------------------------------------------------------
alias encounter_display_spriteset_map_dispose_timer dispose_timer
def dispose_timer
encounter_display_spriteset_map_dispose_timer
@encounter_sprite.dispose
end
#--------------------------------------------------------------------------
# * Update Timer Sprite
#--------------------------------------------------------------------------
alias encounter_display_spriteset_map_update_timer update_timer
def update_timer
encounter_display_spriteset_map_update_timer
@encounter_sprite.update
end
end
And Victor Sant Light Effects. https://victorenginescripts.wordpress.com/rpg-maker-vx-ace/light-effects/
What happens is that when I go into an area that is with a shade, the encounter pointer is layered under the shade, thus making it hard to see.
Protected download
Khas Script
https://forums.rpgmakerweb.com/index.php?threads/khas-awesome-light-effects.4917/
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