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Original Source
- Original title: KSteps2Doom ACE
- Original author: kyonides
- Original date: March 19, 2024
- Source thread: https://forums.rpgmakerweb.com/threads/ksteps2doom-ace.166982/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
KSteps2Doom ACE by Kyonides Introduction This script turns the map's encounter steps as a fixed number.
Archived First Post
KSteps2Doom ACE
by Kyonides
by Kyonides
Introduction
This script turns the map's encounter steps as a fixed number.
It features a simple HUD to let you know when you are about to trigger a random encounter on the current map.
The HUD will disappear if you leave any of the monster regions.
You have set no regions on that map?
Well, that means you won't be fighting any given monster.
Ruby:
# * KSteps2Doom ACE * #
# Scripter : Kyonides Arkanthes
# v1.0.0 - 2024-03-19
# This script turns the map's encounter steps as a fixed number.
# It features a simple HUD to let you know when you are about to trigger a
# random encounter on the current map.
# The HUD will disappear if you leave any of the monster regions.
# * Configuration Section * #
module KSteps2Doom
ICON_INDEX = 9
ICON_OFFSET_X = 32
COUNTER_X = 4
COUNTER_Y = 4
COUNTER_WH = [104, 26]
end
# * End * #
class Game_Map
alias :kyon_steps2doom_gm_map_setup :setup
def setup(map_id)
kyon_steps2doom_gm_map_setup(map_id)
@region_ids = @map.encounter_list.map {|list| list.region_set }
@region_ids = @region_ids.flatten.uniq.sort
end
def monster_region?
@region_ids.any? and region_id($game_player.x, $game_player.y) > 0
end
attr_reader :region_ids
end
class Game_Player
attr_reader :encounter_count
def make_encounter_count
@encounter_count = 0
end
def encounter
return false if $game_map.interpreter.running?
return false if $game_system.encounter_disabled
return false if $game_map.encounter_step != @encounter_count
troop_id = make_encounter_troop_id
return false unless $data_troops[troop_id]
make_encounter_count
BattleManager.setup(troop_id)
BattleManager.on_encounter
return true
end
def update_encounter
return if $TEST && Input.press?(:CTRL)
return if $game_party.encounter_none?
return if in_airship?
return if @move_route_forcing
return if $game_map.region_id(@x, @y) == 0
@encounter_count += 1
end
end
class EncounterSprite < Sprite
include KSteps2Doom
def initialize(vp=nil)
super(vp)
self.x = COUNTER_X
self.y = COUNTER_Y
self.bitmap = Bitmap.new(*COUNTER_WH)
make_rects
end
def make_rects
grad_width = bitmap.width / 2
@black = Color.new(0, 0, 0)
@alpha = Color.new(0, 0, 0, 0)
@left_rect = Rect.new(0, 0, grad_width, bitmap.height)
@right_rect = Rect.new(grad_width, 0, grad_width, bitmap.height)
iox = ICON_OFFSET_X
@text_rect = Rect.new(iox, 0, bitmap.width - iox - 4, 24)
icon = Cache.system("IconSet")
icon_rect = Rect.new(ICON_INDEX % 16 * 24, ICON_INDEX / 16 * 24, 24, 24)
@icon = Bitmap.new(24, 24)
@icon.blt(0, 0, icon, icon_rect)
end
def refresh
self.visible = $game_map.monster_region?
return if $game_player.encounter_count == @last_steps
self.bitmap.clear
@last_steps = $game_player.encounter_count
es = $game_map.encounter_step
counter = sprintf("%02d/%02d", @last_steps, es)
bitmap.gradient_fill_rect(@left_rect, @alpha, @black)
bitmap.gradient_fill_rect(@right_rect, @black, @alpha)
bitmap.blt(8, 0, @icon, @icon.rect)
bitmap.draw_text(@text_rect, counter)
end
def dispose_all
@icon.dispose
bitmap.dispose
dispose
end
end
class Spriteset_Map
alias :kyon_steps2doom_sprtst_map_crt_pix :create_pictures
alias :kyon_steps2doom_sprtst_map_up :update
alias :kyon_steps2doom_sprtst_map_disp :dispose
def create_pictures
kyon_steps2doom_sprtst_map_crt_pix
make_encounter_counter
end
def make_encounter_counter
@encounter_sprite = EncounterSprite.new(@viewport3)
end
def update_encounter_bitmap
@encounter_sprite.refresh
end
def update
kyon_steps2doom_sprtst_map_up
update_encounter_bitmap
end
def dispose
kyon_steps2doom_sprtst_map_disp
@encounter_sprite.dispose_all
end
end
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