PhoenixSoul 721 Report post Posted February 9 (edited) I've acquired a little skill in RGSS code, so I've decided to share the fruits of this with you! And without further adoobie (lolz)... 1. System Options Modded (original - Yanfly; mods made by myself and a fellow game dev) Modifications made: Added the ability to change the Music Effects volume (originally attached to BGM for whatever reason); this was done by the game dev and chose to remain anonymous. Added :bar as an option which displays a long line of ASCII/10-key text that is reminiscent of a border bar (depending on your font choices this might look weird); I added this one. Implemented @Ninjamida's Jukeboxy-box feature so that one can go straight to that from the system menu. It won't be arsed to access it if you don't have the script installed either. Modified the control bars; holding combinations of buttons will increase the multiplier (holding down A and Y would increase the multiplier to 50 for example). Now, onto the script! Spoiler #============================================================================== # # ▼ Yanfly Engine Ace - System Options v1.00X # -- Slight Edit by AeristheDrummer # -- Last Updated: 2012.01.01 (Edits Made: 2017.04.10, 2017.09.26, 2018.01.28) # -- Level: Normal # -- Requires: n/a # #============================================================================== $imported = {} if $imported.nil? $imported["YEA-SystemOptions"] = true #============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.01 - Started Script and Finished. # #============================================================================== # ▼ Edits # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2018.01.28 - Added a :bar command to serve as a better/more effective line # block between functions. # -Amyrakunejo # 2017.09.26 - Added the ability to access Ninjamida's Jukebox Function # as a default command. # -Amyrakunejo # 2017.04.10 - Separated the ME volume controls into its' own entity. # -AeristheDrummer # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script replaces the "Game End" option in the Main Menu with a "System" # menu where the player can adjust various settings in the game. Of them, the # player can change the window colour, the volume for BGM, BGS, ME, SFX, set # automatic dashing, message text to display instantly, and speed up battles by # hiding battle animations. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. # # ----------------------------------------------------------------------------- # Script Calls - These commands are used with script calls. # ----------------------------------------------------------------------------- # $game_system.volume_change(:bgm, x) # $game_system.volume_change(:bgs, x) # $game_system.volume_change(:me, x) (Added by AeristheDrummer) # $game_system.volume_change(:sfx, x) # Unlike the previous Yanfly Engines, this version does not bind volume to a # variable. Use the script call to change the bgm, bgs, me, or sfx sound rate by # x increment. Use a negative value to lower the volume. # # $game_system.set_autodash(true) # $game_system.set_autodash(false) # Turns autodash on (true) or off (false). # # $game_system.set_instantmsg(true) # $game_system.set_instantmsg(false) # Turns instant messages on (true) or off (false). # # $game_system.set_animations(true) # $game_system.set_animations(false) # Turns battle animations on (true) or off (false). # #============================================================================== # ▼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #============================================================================== module YEA module SYSTEM #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - General Setting - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These are the general settings that govern the System settings. This will # change the "Game End" vocab, and disable or enable autodash, instant # messages, or animations by default. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMAND_NAME = "System" # Command name used to replace Game End. DEFAULT_AUTODASH = false # Enable automatic dashing by default? DEFAULT_INSTANTMSG = false # Enable instant message text by default? DEFAULT_ANIMATIONS = true # Enable battle animations by default? #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Command Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These settings adjust the commands shown in the command list. Add, remove # or rearrange the commands as you see fit. Here's a list of which commands # do what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :blank Inserts an empty blank space. # :bar Inserts a bar made of ASCII characters. # # :window_red Changes the red tone for all windows. # :window_grn Changes the green tone for all windows. # :window_blu Changes the blue tone for all windows. # # :volume_bgm Changes the BGM volume used. # :volume_bgs Changes the BGS volume used. # :volume_me Changes the ME volume used. (added by AeristheDrummer) # :volume_sfx Changes the SFX volume used. # # :autodash Sets the player to automatically dash. # :instantmsg Sets message text to appear instantly. # :animations Enables battle animations or disables them. # # :to_title Returns to the title screen. # :shutdown Shuts down the game. # #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMANDS =[ :window_red, # Changes the red tone for all windows. :window_grn, # Changes the green tone for all windows. :window_blu, # Changes the blue tone for all windows. :volume_bgm, # Changes the BGM volume used. :volume_bgs, # Changes the BGS volume used. :volume_me, # Changes the ME volume used. (added by AeristheDrummer) :volume_sfx, # Changes the SFX volume used. # :blank, :bar, :autodash, # Sets the player to automatically dash. :instantmsg, # Sets message text to appear instantly. :animations, # Enables battle animations or disables them. # :blank, :bar, :switch_1, # Custom Switch 1. Adjust settings below. :switch_2, # Custom Switch 2. Adjust settings below. # :switch_3, # Custom Switch 3. Adjust settings below. :switch_4, # Custom Switch 4. Adjust settings below. :switch_5, # Custom Switch 5. Adjust settings below. :switch_6, # Custom Switch 6. Adjust settings below. # :blank, # :bar, # :variable_1, # Custom Variable 1. Adjust settings below. # :variable_2, # Custom Variable 2. Adjust settings below. # :variable_3, # Custom Variable 3. Adjust settings below. # :blank, :bar, # :jukebox, # Plays music. Disable if Ninjamida's Jukebox is not installed. :to_title, # Returns to the title screen. :shutdown, # Shuts down the game. ] # Do not remove this. #-------------------------------------------------------------------------- # - Custom Switches - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # If you want your game to have system options other than just the ones # listed above, you can insert custom switches here to produce such an # effect. Adjust the settings here as you see fit. #-------------------------------------------------------------------------- CUSTOM_SWITCHES ={ # ------------------------------------------------------------------------- # :switch => [Switch, Name, Off Text, On Text, # Help Window Description # ], # Do not remove this. # ------------------------------------------------------------------------- :switch_1 => [ 2, "Menu Call", "B", "X", "Changes which button calls the Menu." ], # ------------------------------------------------------------------------- :switch_2 => [ 3, "Dash Button", "A", "Z", "Changes which button has the player Dash." ], # ------------------------------------------------------------------------- :switch_3 => [ 00, "Name", "Off", "On", "Description" ], # ------------------------------------------------------------------------- :switch_4 => [ 4, "Debug Pass Through", "Normal", "Altered", "Changes the command for the Debug Pass Through Flag.\n" + "When altered, the pass through flag can be used any time." ], # ------------------------------------------------------------------------- :switch_5 => [ 5, "Debug No Encounters", "Normal", "Altered", "Changes the command for the Debug No Encounter Flag.\n" + "When altered, the no encounter flag can be used any time." ], # ------------------------------------------------------------------------- :switch_6 => [ 6, "Debug Menu Call", "Normal", "Altered", "Changes the command for the Debug Menu Call\n" + "When altered, the debug menu can be called at any time." ], # ------------------------------------------------------------------------- } # Do not remove this. #-------------------------------------------------------------------------- # - Custom Variables - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # If you want your game to have system options other than just the ones # listed above, you can insert custom variables here to produce such an # effect. Adjust the settings here as you see fit. #-------------------------------------------------------------------------- CUSTOM_VARIABLES ={ # ------------------------------------------------------------------------- # :variable => [Switch, Name, Colour1, Colour2, Min, Max, # Help Window Description # ], # Do not remove this. # ------------------------------------------------------------------------- :variable_1 => [ 00, "Name", 1, 2, 0, 0, "Help Window Description" ], # ------------------------------------------------------------------------- :variable_2 => [ 00, "Name", 1, 2, 0, 0, "Help Window Description" ], # ------------------------------------------------------------------------- :variable_3 => [ 00, "Name", 1, 2, 0, 0, "Help Window Description" ], # ------------------------------------------------------------------------- } # Do not remove this. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Vocab Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This hash adjusts the vocab used for both the commands and the help # description that appears above the command window. Note that for the # command help descriptions, you may use text codes. Use \n to linebreak. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMAND_VOCAB ={ # ------------------------------------------------------------------------- # :command => [Command Name, Option1, Option2 # Help Window Description, # ], # Do not remove this. # ------------------------------------------------------------------------- :blank => ["", "None", "None", "" ], # Do not remove this. # ------------------------------------------------------------------------- :bar => ["════════════════════════════════════════════════════════════════════════════", "None", "None", "" ], # Do not remove this. (Added by Amyrakunejo) # ------------------------------------------------------------------------- :window_red => ["Window Red", "None", "None", "Change the red colour tone for windows.\n" + "Hold Y,A,or Z to change increment by 5,10,or 50." ], # Do not remove this. # ------------------------------------------------------------------------- :window_grn => ["Window Green", "None", "None", "Change the green colour tone for windows.\n" + "Hold Y,A,or Z to change increment by 5,10,or 50." ], # Do not remove this. # ------------------------------------------------------------------------- :window_blu => ["Window Blue", "None", "None", "Change the blue colour tone for windows.\n" + "Hold Y,A,or Z to change increment by 5,10,or 50." ], # Do not remove this. # ------------------------------------------------------------------------- :volume_bgm => ["BGM Volume", 11, 3, # Options 1 & 2 are Gauge Colours. "Change the volume used for background music.\n" + "Hold Y,A,or Z to change increment by 5,10,or 50." ], # Do not remove this. # ------------------------------------------------------------------------- :volume_bgs => ["BGS Volume", 12, 4, # Options 1 & 2 are Gauge Colours. "Change the volume used for background sound.\n" + "Hold Y,A,or Z to change increment by 5,10,or 50." ], # Do not remove this. # ------------------------------------------------------------------------- :volume_me => ["ME Volume", 14, 6, # Options 1 & 2 are Gauge Colours. "Change the volume used for music effects.\n" + "Hold Y,A,or Z to change increment by 5,10,or 50." ], # Do not remove this. (Added by AeristheDrummer) # ------------------------------------------------------------------------- :volume_sfx => ["SFX Volume", 13, 5, # Options 1 & 2 are Gauge Colours. "Change the volume used for sound effects.\n" + "Hold Y,A,or Z to change increment by 5,10,or 50." ], # Do not remove this. # ------------------------------------------------------------------------- :autodash => ["Auto-Dash", "Walk", "Dash", "Automatically dash without holding the run button." ], # Do not remove this. # ------------------------------------------------------------------------- :instantmsg => ["Instant Text", "Normal", "Instant", "Set message text to appear one-by-one or instantly." ], # Do not remove this. # ------------------------------------------------------------------------- :animations => ["Battle Animations", "Hide", "Show", "Hide animations during battle to speed up battles?" ], # Do not remove this. # ------------------------------------------------------------------------- :jukebox => ["Music Player", "None", "None", "Listen to music from the game/DLC." ], # Do not remove this. (Added by Amyrakunejo) # ------------------------------------------------------------------------- :to_title => ["Main", "None", "None", "Go to the main menu screen." ], # Do not remove this. # ------------------------------------------------------------------------- :shutdown => ["Leave", "None", "None", "Exits the game." ], # Do not remove this. # ------------------------------------------------------------------------- } # Do not remove this. end # SYSTEM end # YEA #============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #============================================================================== #============================================================================== # ■ Vocab #============================================================================== module Vocab #-------------------------------------------------------------------------- # overwrite method: self.game_end #-------------------------------------------------------------------------- def self.game_end return YEA::SYSTEM::COMMAND_NAME end end # Vocab #============================================================================== # ■ RPG::BGM #============================================================================== class RPG::BGM < RPG::AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play(pos = 0) if @name.empty? Audio.bgm_stop @@last = RPG::BGM.new else volume = @volume volume *= $game_system.volume(:bgm) * 0.01 unless $game_system.nil? Audio.bgm_play('Audio/BGM/' + @name, volume, @pitch, pos) @@last = self.clone end end end # RPG::BGM #============================================================================== # ■ RPG::ME # Added by AeristheDrummer #============================================================================== class RPG::ME < RPG::AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play if @name.empty? Audio.me_stop else volume = @volume volume *= $game_system.volume(:me) * 0.01 unless $game_system.nil? Audio.me_play('Audio/ME/' + @name, volume, @pitch) end end end # RPG::ME (Altered by AeristheDrummer) #============================================================================== # ■ RPG::BGS #============================================================================== class RPG::BGS < RPG::AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play(pos = 0) if @name.empty? Audio.bgs_stop @@last = RPG::BGS.new else volume = @volume volume *= $game_system.volume(:bgs) * 0.01 unless $game_system.nil? Audio.bgs_play('Audio/BGS/' + @name, volume, @pitch, pos) @@last = self.clone end end end # RPG::BGS #============================================================================== # ■ RPG::SE #============================================================================== class RPG::SE < RPG::AudioFile #-------------------------------------------------------------------------- # overwrite method: play #-------------------------------------------------------------------------- def play unless @name.empty? volume = @volume volume *= $game_system.volume(:sfx) * 0.01 unless $game_system.nil? Audio.se_play('Audio/SE/' + @name, volume, @pitch) end end end # RPG::SE #============================================================================== # ■ Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias game_system_initialize_so initialize def initialize game_system_initialize_so init_volume_control init_autodash init_instantmsg init_animations end #-------------------------------------------------------------------------- # new method: init_volume_control #-------------------------------------------------------------------------- def init_volume_control @volume = {} @volume[:bgm] = 80 @volume[:bgs] = 80 @volume[:me] = 80 # (Added by AeristheDrummer) @volume[:sfx] = 80 end #-------------------------------------------------------------------------- # new method: volume #-------------------------------------------------------------------------- def volume(type) init_volume_control if @volume.nil? return [[@volume[type], 0].max, 100].min end #-------------------------------------------------------------------------- # new method: volume_change #-------------------------------------------------------------------------- def volume_change(type, increment) init_volume_control if @volume.nil? @volume[type] += increment @volume[type] = [[@volume[type], 0].max, 100].min end #-------------------------------------------------------------------------- # new method: init_autodash #-------------------------------------------------------------------------- def init_autodash @autodash = YEA::SYSTEM::DEFAULT_AUTODASH end #-------------------------------------------------------------------------- # new method: autodash? #-------------------------------------------------------------------------- def autodash? init_autodash if @autodash.nil? return @autodash end #-------------------------------------------------------------------------- # new method: set_autodash #-------------------------------------------------------------------------- def set_autodash(value) @autodash = value end #-------------------------------------------------------------------------- # new method: init_instantmsg #-------------------------------------------------------------------------- def init_instantmsg @instantmsg = YEA::SYSTEM::DEFAULT_INSTANTMSG end #-------------------------------------------------------------------------- # new method: instantmsg? #-------------------------------------------------------------------------- def instantmsg? init_instantmsg if @instantmsg.nil? return @instantmsg end #-------------------------------------------------------------------------- # new method: set_instantmsg #-------------------------------------------------------------------------- def set_instantmsg(value) @instantmsg = value end #-------------------------------------------------------------------------- # new method: init_animations #-------------------------------------------------------------------------- def init_animations @animations = YEA::SYSTEM::DEFAULT_ANIMATIONS end #-------------------------------------------------------------------------- # new method: animations? #-------------------------------------------------------------------------- def animations? init_animations if @animations.nil? return @animations end #-------------------------------------------------------------------------- # new method: set_animations #-------------------------------------------------------------------------- def set_animations(value) @animations = value end end # Game_System #============================================================================== # ■ Game_Player #============================================================================== class Game_Player < Game_Character #-------------------------------------------------------------------------- # alias method: dash? #-------------------------------------------------------------------------- alias game_player_dash_so dash? def dash? if $game_system.autodash? return false if @move_route_forcing return false if $game_map.disable_dash? return false if vehicle return !Input.press?(:A) else return game_player_dash_so end end end # Game_Player #============================================================================== # ■ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # alias method: show_fast? #-------------------------------------------------------------------------- alias scene_battle_show_fast_so show_fast? def show_fast? return true unless $game_system.animations? return scene_battle_show_fast_so end #-------------------------------------------------------------------------- # alias method: show_normal_animation #-------------------------------------------------------------------------- alias scene_battle_show_normal_animation_so show_normal_animation def show_normal_animation(targets, animation_id, mirror = false) return unless $game_system.animations? scene_battle_show_normal_animation_so(targets, animation_id, mirror) end end # Scene_Battle #============================================================================== # ■ Window_Message #============================================================================== class Window_Message < Window_Base #-------------------------------------------------------------------------- # alias method: clear_flags #-------------------------------------------------------------------------- alias window_message_clear_flags_so clear_flags def clear_flags window_message_clear_flags_so @show_fast = true if $game_system.instantmsg? end end # Window_Message #============================================================================== # ■ Window_SystemOptions #============================================================================== class Window_SystemOptions < Window_Command #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(help_window) @help_window = help_window super(0, @help_window.height) refresh end #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; return Graphics.width; end #-------------------------------------------------------------------------- # window_height #-------------------------------------------------------------------------- def window_height; return Graphics.height - @help_window.height; end #-------------------------------------------------------------------------- # update_help #-------------------------------------------------------------------------- def update_help if current_symbol == :custom_switch || current_symbol == :custom_variable text = @help_descriptions[current_ext] else text = @help_descriptions[current_symbol] end text = "" if text.nil? @help_window.set_text(text) end #-------------------------------------------------------------------------- # ok_enabled? #-------------------------------------------------------------------------- def ok_enabled? return true if [:jukebox, :to_title, :shutdown].include?(current_symbol) return false end #-------------------------------------------------------------------------- # make_command_list #-------------------------------------------------------------------------- def make_command_list @help_descriptions = {} for command in YEA::SYSTEM::COMMANDS case command when :blank add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] when :bar # (Added by Amyrakunejo) add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] when :window_red, :window_grn, :window_blu add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] when :volume_bgm, :volume_bgs, :volume_sfx, :volume_me # (Added by AeristheDrummer) add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] when :autodash, :instantmsg, :animations add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] when :jukebox, :to_title, :shutdown add_command(YEA::SYSTEM::COMMAND_VOCAB[command][0], command) @help_descriptions[command] = YEA::SYSTEM::COMMAND_VOCAB[command][3] else process_custom_switch(command) process_custom_variable(command) end end end #-------------------------------------------------------------------------- # process_custom_switch #-------------------------------------------------------------------------- def process_custom_switch(command) return unless YEA::SYSTEM::CUSTOM_SWITCHES.include?(command) name = YEA::SYSTEM::CUSTOM_SWITCHES[command][1] add_command(name, :custom_switch, true, command) @help_descriptions[command] = YEA::SYSTEM::CUSTOM_SWITCHES[command][4] end #-------------------------------------------------------------------------- # process_custom_variable #-------------------------------------------------------------------------- def process_custom_variable(command) return unless YEA::SYSTEM::CUSTOM_VARIABLES.include?(command) name = YEA::SYSTEM::CUSTOM_VARIABLES[command][1] add_command(name, :custom_variable, true, command) @help_descriptions[command] = YEA::SYSTEM::CUSTOM_VARIABLES[command][6] end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) reset_font_settings rect = item_rect(index) contents.clear_rect(rect) case @list[index][:symbol] when :bar # (Added by Amyrakunejo) draw_text(item_rect_for_text(index), command_name(index), 1) when :window_red, :window_grn, :window_blu draw_window_tone(rect, index, @list[index][:symbol]) when :volume_bgm, :volume_bgs, :volume_sfx, :volume_me # (Added by AeristheDrummer) draw_volume(rect, index, @list[index][:symbol]) when :autodash, :instantmsg, :animations draw_toggle(rect, index, @list[index][:symbol]) when :jukebox, :to_title, :shutdown draw_text(item_rect_for_text(index), command_name(index), 1) when :custom_switch draw_custom_switch(rect, index, @list[index][:ext]) when :custom_variable draw_custom_variable(rect, index, @list[index][:ext]) end end #-------------------------------------------------------------------------- # draw_window_tone #-------------------------------------------------------------------------- def draw_window_tone(rect, index, symbol) name = @list[index][:name] draw_text(0, rect.y, contents.width/2, line_height, name, 1) #--- dx = contents.width / 2 tone = $game_system.window_tone case symbol when :window_red rate = (tone.red + 255.0) / 510.0 colour1 = Color.new(128, 0, 0) colour2 = Color.new(255, 0, 0) value = tone.red.to_i when :window_grn rate = (tone.green + 255.0) / 510.0 colour1 = Color.new(0, 128, 0) colour2 = Color.new(0, 255, 0) value = tone.green.to_i when :window_blu rate = (tone.blue + 255.0) / 510.0 colour1 = Color.new(0, 0, 128) colour2 = Color.new(0, 0, 255) value = tone.blue.to_i end draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2) draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2) end #-------------------------------------------------------------------------- # draw_volume #-------------------------------------------------------------------------- def draw_volume(rect, index, symbol) name = @list[index][:name] draw_text(0, rect.y, contents.width/2, line_height, name, 1) #--- dx = contents.width / 2 case symbol when :volume_bgm rate = $game_system.volume(:bgm) when :volume_bgs rate = $game_system.volume(:bgs) when :volume_sfx rate = $game_system.volume(:sfx) when :volume_me # (Added by AeristheDrummer) rate = $game_system.volume(:me) # (Added by AeristheDrummer) end colour1 = text_color(YEA::SYSTEM::COMMAND_VOCAB[symbol][1]) colour2 = text_color(YEA::SYSTEM::COMMAND_VOCAB[symbol][2]) value = sprintf("%d%%", rate) rate *= 0.01 draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2) draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2) end #-------------------------------------------------------------------------- # draw_toggle #-------------------------------------------------------------------------- def draw_toggle(rect, index, symbol) name = @list[index][:name] draw_text(0, rect.y, contents.width/2, line_height, name, 1) #--- dx = contents.width / 2 case symbol when :autodash enabled = $game_system.autodash? when :instantmsg enabled = $game_system.instantmsg? when :animations enabled = $game_system.animations? end dx = contents.width/2 change_color(normal_color, !enabled) option1 = YEA::SYSTEM::COMMAND_VOCAB[symbol][1] draw_text(dx, rect.y, contents.width/4, line_height, option1, 1) dx += contents.width/4 change_color(normal_color, enabled) option2 = YEA::SYSTEM::COMMAND_VOCAB[symbol][2] draw_text(dx, rect.y, contents.width/4, line_height, option2, 1) end #-------------------------------------------------------------------------- # cursor_right #-------------------------------------------------------------------------- def draw_custom_switch(rect, index, ext) name = @list[index][:name] draw_text(0, rect.y, contents.width/2, line_height, name, 1) #--- dx = contents.width / 2 enabled = $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]] dx = contents.width/2 change_color(normal_color, !enabled) option1 = YEA::SYSTEM::CUSTOM_SWITCHES[ext][2] draw_text(dx, rect.y, contents.width/4, line_height, option1, 1) dx += contents.width/4 change_color(normal_color, enabled) option2 = YEA::SYSTEM::CUSTOM_SWITCHES[ext][3] draw_text(dx, rect.y, contents.width/4, line_height, option2, 1) end #-------------------------------------------------------------------------- # draw_custom_variable #-------------------------------------------------------------------------- def draw_custom_variable(rect, index, ext) name = @list[index][:name] draw_text(0, rect.y, contents.width/2, line_height, name, 1) #--- dx = contents.width / 2 value = $game_variables[YEA::SYSTEM::CUSTOM_VARIABLES[ext][0]] colour1 = text_color(YEA::SYSTEM::CUSTOM_VARIABLES[ext][2]) colour2 = text_color(YEA::SYSTEM::CUSTOM_VARIABLES[ext][3]) minimum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][4] maximum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][5] rate = (value - minimum).to_f / [(maximum - minimum).to_f, 0.01].max dx = contents.width/2 draw_gauge(dx, rect.y, contents.width - dx - 48, rate, colour1, colour2) draw_text(dx, rect.y, contents.width - dx - 48, line_height, value, 2) end #-------------------------------------------------------------------------- # cursor_right #-------------------------------------------------------------------------- def cursor_right(wrap = false) cursor_change(:right) super(wrap) end #-------------------------------------------------------------------------- # cursor_left #-------------------------------------------------------------------------- def cursor_left(wrap = false) cursor_change(:left) super(wrap) end #-------------------------------------------------------------------------- # cursor_change #-------------------------------------------------------------------------- def cursor_change(direction) case current_symbol when :window_red, :window_blu, :window_grn change_window_tone(direction) when :volume_bgm, :volume_bgs, :volume_sfx, :volume_me # (Added by AeristheDrummer) change_volume(direction) when :autodash, :instantmsg, :animations change_toggle(direction) when :custom_switch change_custom_switch(direction) when :custom_variable change_custom_variables(direction) end end #-------------------------------------------------------------------------- # change_window_tone #-------------------------------------------------------------------------- def change_window_tone(direction) Sound.play_cursor value = direction == :left ? -1 : 1 value *= 5 if Input.press?(:Y) value *= 10 if Input.press?(:A) value *= 50 if Input.press?(:Z) tone = $game_system.window_tone.clone case current_symbol when :window_red; tone.red += value when :window_grn; tone.green += value when :window_blu; tone.blue += value end $game_system.window_tone = tone draw_item(index) end #-------------------------------------------------------------------------- # change_window_tone #-------------------------------------------------------------------------- def change_volume(direction) Sound.play_cursor value = direction == :left ? -1 : 1 value *= 5 if Input.press?(:Y) value *= 10 if Input.press?(:A) value *= 50 if Input.press?(:Z) case current_symbol when :volume_bgm $game_system.volume_change(:bgm, value) RPG::BGM::last.play when :volume_bgs $game_system.volume_change(:bgs, value) RPG::BGS::last.play when :volume_sfx $game_system.volume_change(:sfx, value) when :volume_me # (Added by AeristheDrummer) $game_system.volume_change(:me, value) # (Added by AeristheDrummer) end draw_item(index) end #-------------------------------------------------------------------------- # change_toggle #-------------------------------------------------------------------------- def change_toggle(direction) value = direction == :left ? false : true case current_symbol when :autodash current_case = $game_system.autodash? $game_system.set_autodash(value) when :instantmsg current_case = $game_system.instantmsg? $game_system.set_instantmsg(value) when :animations current_case = $game_system.animations? $game_system.set_animations(value) end Sound.play_cursor if value != current_case draw_item(index) end #-------------------------------------------------------------------------- # change_custom_switch #-------------------------------------------------------------------------- def change_custom_switch(direction) value = direction == :left ? false : true ext = current_ext current_case = $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]] $game_switches[YEA::SYSTEM::CUSTOM_SWITCHES[ext][0]] = value Sound.play_cursor if value != current_case draw_item(index) end #-------------------------------------------------------------------------- # change_custom_variables #-------------------------------------------------------------------------- def change_custom_variables(direction) Sound.play_cursor value = direction == :left ? -1 : 1 value *= 5 if Input.press?(:Y) value *= 10 if Input.press?(:A) value *= 50 if Input.press?(:Z) ext = current_ext var = YEA::SYSTEM::CUSTOM_VARIABLES[ext][0] minimum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][4] maximum = YEA::SYSTEM::CUSTOM_VARIABLES[ext][5] $game_variables[var] += value $game_variables[var] = [[$game_variables[var], minimum].max, maximum].min draw_item(index) end end # Window_SystemOptions #============================================================================== # ■ Scene_Menu #============================================================================== class Scene_Menu < Scene_MenuBase #-------------------------------------------------------------------------- # overwrite method: command_game_end #-------------------------------------------------------------------------- def command_game_end SceneManager.call(Scene_System) end end # Scene_Menu #============================================================================== # ■ Scene_System #============================================================================== class Scene_System < Scene_MenuBase #-------------------------------------------------------------------------- # start #-------------------------------------------------------------------------- def start super create_help_window create_command_window end #-------------------------------------------------------------------------- # create_command_window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_SystemOptions.new(@help_window) @command_window.set_handler(:cancel, method(:return_scene)) @command_window.set_handler(:jukebox, method(:command_jukebox)) #(Added by Amyrakunejo) @command_window.set_handler(:to_title, method(:command_to_title)) @command_window.set_handler(:shutdown, method(:command_shutdown)) end #-------------------------------------------------------------------------- # command_jukebox #-------------------------------------------------------------------------- def command_jukebox #(Added by Amyrakunejo) SceneManager.call(Scene_Jukebox) end #-------------------------------------------------------------------------- # command_to_title #-------------------------------------------------------------------------- def command_to_title fadeout_all SceneManager.goto(Scene_Title) end #-------------------------------------------------------------------------- # command_shutdown #-------------------------------------------------------------------------- def command_shutdown fadeout_all SceneManager.exit end end # Scene_System #============================================================================== # # ▼ End of File # #============================================================================== ... Next, my little Set Level scriptlet. All this one does is allow the dev to directly set the level of any given actor. It will set the earned EXP to that of the minimum required EXP to attain that level. One can set the level using a static value, or the value of a variable, or really, whatever. Scriptlet: Spoiler =begin Set Level by KB, Amyrakunejo Assisted by r/transprogrammer Discord, Kayzee Instructions: In the events script call, use the following: $game_party.set_level(#) $game_party.set_level($game_variables[#]) You'll have your level set to the amount. By setting the level directly, there is no need to use gain or loss commands. Useful if you have an event that will decrease or increase the level to a specific amount, or if you have an event condition that checks for a specific max or minimum level, or, you know, whatever you may find this useful for. Usage: Place above all other modifier scripts for best performance. Script conflicts: None...? Other known conflicts: None yet. Author requirements: Commercial, Non-Commercial, I don't care. If you like this little script enough, then all I'd like in return is for you to let me know. If you gave me a free copy of your game, I'd appreciate that as well, but not necessary. Is your game 18+ only? Cool by me, by the way. I'm not skeezy like most script writers in this regard, like seriously; I'm kinky too. Jeez. =end class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Level Set #-------------------------------------------------------------------------- def set_level (amount) @level = [[@level = amount, 0].max, max_level].min change_exp(exp_for_level(level), false) self.class.learnings.each do |learning| learn_skill(learning.skill_id) if learning.level == @level end end end ... Last is my Set Gold scriptlet, as well as the companion for @Calestian's Currencies script. With both of these, the functions are basically the same as my Set Level scriptlet, though with my add-on script for @Calestian's Currencies script, one can do a little bit more with it. Now, onto the scripts. Spoiler =begin Set Gold by KB, Amyrakunejo Assisted by r/transprogrammer Discord, Kayzee Instructions: In the events script call, use the following: $game_party.set_gold(#) $game_party.set_gold($game_variables[#]) You'll have your gold set to the amount. By setting the gold directly, there is no need to use gain or loss commands. Useful if you have an event that will decrease or increase the gold to a specific amount, or if you have an event condition that checks for a specific max or minimum gold, or, you know, whatever you may find this useful for. Usage: Place above all other modifier scripts for best performance. Script conflicts: Calestian's Currencies will need some serious editing to get this script to work with it. If you succeed at this, let me know, thanks. Addendum: I made a compatibility patch that works flawlessly. Other known conflicts: None yet. Author requirements: Commercial, Non-Commercial, I don't care. If you like this little script enough, then all I'd like in return is for you to let me know. If you gave me a free copy of your game, I'd appreciate that as well, but not necessary. Is your game 18+ only? Cool by me, by the way. I'm not skeezy like most script writers in this regard, like seriously; I'm kinky too. Jeez. =end class Game_Party < Game_Unit #-------------------------------------------------------------------------- # * Set Gold #-------------------------------------------------------------------------- def set_gold(amount) # @gold = amount @gold = [[@gold = amount, 0].max, max_gold].min end end ... Pretty straightforward. Spoiler =begin Add-On: Calestian Currencies - Set Gold and Set Currency Original Script written by Calestian Add-On/Mod written by Amyrakunejo for KB Games Instructions: Place below Calestian's Currencies script, directly below is best. Only usable with KB-Set Gold Modifier script, this script must also be placed below KB-Set Gold Modifier script. Otherwise, Plug and Play, with the following sub-set of instructions: With Calestian's Currency script, in the event's Advanced Script Call tab, you can use the following two calls to do the following: add_currency(amount, Currency_ID) to apply a currency gain add_currency(-amount, Currency_ID) to apply a currency loss With this Add-On script, and KB-Set Gold Modifier, the following script call has also been added: set_currency(amount, Currency_ID) to apply a currency set Alternatively, one can use the following script call to set the currency: $game_party.set_gold(amount, Currency_ID) =end class Game_Party < Game_Unit attr_accessor :currency #------------------------------------------------------------------------- # * Method: set_gold #------------------------------------------------------------------------- def set_gold(amount, currency_index = $game_temp.currency_index) if currency_index != 0 @currency[currency_index] = [[@currency[currency_index] = amount, 0].max, max_gold].min #not invalid by the way else @gold = [[@gold = amount, 0].max, max_gold].min end end class Game_Interpreter #-------------------------------------------------------------------------- # * Method: set_currency #-------------------------------------------------------------------------- def set_currency(amount, currency_index) $game_party.set_gold(amount, currency_index) end end end ... And that's about it. It's mainly just rewriting what has already been written but it's a start. Edited February 9 by PhoenixSoul Browser being a bad motherf*cker caused the topic to post prematurely...should I spank my computer? 1 Angry Choco reacted to this Share this post Link to post Share on other sites