Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
Sign in to follow this  
Tenoukii

After battle stats

Recommended Posts

Hello (:

I need a script that adds to the after battle stats to say "Earned 1 TP" and increase a variable by 1 after each battle (If that makes sense?) If you need elaboration, just ask :D

Thanks ^_^

 

EDIT: It would also be cool if there was a box on the menu to replace the Steps Window that says how much TP a player has?

And another question/request! Can this script:

http://forum.chaos-project.com/index.php?topic=7404.0

be made so that there are 2 separate screens? I want to make 'Glossary' and 'Tutorials' sections in the menu, but so they are in separate windows (if again, that makes sense?)

That's about it for now :D

Thanks

Edited by Tenoukii

Share this post


Link to post
Share on other sites

Ok, so - I have a couple of questions about what you need.

1) Will you earn 1 TP after EVERY BATTLE in the game? Will some battle award none, will bosses award more?

2) Is TP a party wide shared currency, like gold?

If your answers to 1a and 2 are yes then the following should work for you:

 

class Window_BattleResult
 TP = 1
 alias battleRefresh refresh
 def refresh
   battleRefresh
   x = contents.text_size(@exp.to_s + "EXP" + @gold.to_s + $data_system.words.gold).width + 44
   self.contents.font.color = normal_color
   cx = contents.text_size(TP.to_s).width
   self.contents.draw_text(x, 0, cx, 32, TP.to_s)
   x += cx + 4
   self.contents.font.color = system_color
   cx = contents.text_size("TP").width
   self.contents.draw_text(x, 0, cx, 32, "TP")
   $game_variables[1] += 1
 end
end
class Window_Steps < Window_Base
   def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 44, 32, "TP")
   self.contents.font.color = normal_color
   self.contents.draw_text(4, 32, 120, 32, $game_variables[1].to_s, 2)
 end
end

 

Just note that this is code would not fall under best program practices...it would be more like fewest lines possible. I would not recommend overwriting Windows_Steps if you are changing its purpose, I would simply create a new class. I also would not put any calculation in the Window class like I did. However, not knowing what battle system you are using, and if you are using a custom menu system or not, I did not want to inadvertently hose both of those!

 

Also, I will look at the script you linked and get back to you!

Share this post


Link to post
Share on other sites

First Question = Yep, after every battle just 1.

Second Question = It's like gold, but its called Trade Points (TP) and you go to a special place (ooo! sfx xD) and you trade them for limited items.

Third bit about the Steps window = :S lol... the only bit I understood was from 'What battle system' onwards :D I'm using the Default menu system, and Paradog's ATB.

 

For the script = Thank you :D it works good so far with the display thingy.

For the other script = Thank you again, much appreciated ^_^

Share this post


Link to post
Share on other sites

It took me a second to figure out what you still needed help with :P so is it just with the book script? And if so, it can definitely be done, however how do you want it to work...first you pick tutorials/glossary, then you pick the book? If so would it look the same or do you want like a separate menu layout to pick which type then it transfers you to pick which book...If you would like a specific layout or style post it up what you are looking for. Either way, so you know, it definitely can be done

Share this post


Link to post
Share on other sites

That's awesome :D

Yeah, you pick which one you want first (tutorials/glossary) from the menu, then you choose the book (so basically how it works now but two separate things)

Share this post


Link to post
Share on other sites

Cool I should be able to fix something up easily...Yesterday was my celebration day so I was non-existent and didn't do anything productive hehehe; tonight after work I will probably be staying up doing nothing so I will try to get the done for ye.

Share this post


Link to post
Share on other sites

Hate to double post but

BOOK SCRIPT

 

# Book Script
# by kellessdee
#---------------
=begin
* Script reads text from book files and displays them
* Each book is separated into types
-----------------
* CONFIGURATION *
-----------------
* The script reads from game_folder/data/books/type
* TYPES : The array holding "categories" of books. If empty the script will 
*         simply look in the books folder
* EXT   : The file type read from. If you do not want players to read ahead or
         be able to edit books, save them as .dat files and change this value
         to '.dat'
* 
-----------------
=end
#-------------------------------------------
# ** Books Module - contains config options
#-------------------------------------------
module Books
 TYPES = ['Glossary',
          'Tutorials']
 EXT = '.txt'
 BOOKS = []
 #------------------------------
 # Refreshes books from folders
 #------------------------------
 def self.refresh
   # clear books array
   BOOKS.clear
   # if there are more than one category of book
   if TYPES != []
     # Split books array for each category
     TYPES.each_index {|i|
       dir = 'data/books/' + TYPES[i] + '/'
       BOOKS.push([])
       # get each book title
       Dir.foreach(dir) {|book|
         if book != '.' && book != '..'
           BOOKS[i].push(book.chomp(File.extname(book)))
         end
       }
     }
   else
     # get each book title
     Dir.foreach('data/books/') {|book|
       if book != '.' && book != '..'
         BOOKS.push(book.chomp(File.extname(book)))
       end
     }
   end
 end
 #----------------------------
 # Unlock specific book title
 #----------------------------
 def self.unlock(title)
   unless $game_party.books.include?(title)
     $game_party.books.push(title)
   end
 end
end
#------------------------------------------------------
# ** Game Party Class - added unlocked books attribute
#------------------------------------------------------
class Game_Party
 # Books array contains unlocked books
 attr_accessor  :books
 # Alias initialize method to create books array
 alias :new_books_array_init :initialize
 def initialize
   @books = []
   new_books_array_init
 end
end
#========================#
# *** Window Classes *** #
#========================#
#------------------------------------------
# ** Window_Type - For selecting book type
#------------------------------------------
class Window_Type < Window_Selectable
 #-------------------
 # Initialize Object
 #-------------------
 def initialize(x, y, commands)
   super(x, y, 200, commands.size * 32 + 32)
   self.contents = Bitmap.new(self.width - 32, commands.size * 32)
   self.index = 0
   self.active = true
   @item_max = commands.size
   commands.each_index {|i|
     $game_party.books.each {|book|
       if Books::BOOKS[i].include?(book)
         self.contents.font.color = normal_color
         break
       else
         self.contents.font.color = disabled_color
       end
     }
     self.contents.draw_text(4, i * 32, self.contents.width, 32, commands[i])
   }
 end
 #--------------------
 # Update Help Window
 #--------------------
 def update_help
   self.help_window.set_text('Select Book Category.')
 end
end
#-------------------------------------
# ** Window_Book - For Selecting book
#-------------------------------------
class Window_Book < Window_Selectable
 #-------------------
 # Initialize Object
 #-------------------
 def initialize(x, y, books)
   super(x, y, 200, books.size * 32 + 32)
   self.contents = Bitmap.new(self.width - 32, books.size * 32)
   self.index = 0
   self.active = true
   @books = books
   @item_max = @books.size
   @books.each_index {|i|
     self.contents.draw_text(4, i * 32, self.contents.width, 32, @books[i])
   }
 end
 #-------------------
 # Get Selected Book
 #-------------------
 def book
   return @books[self.index]
 end
 #--------------------
 # Update Help Window
 #--------------------
 def update_help
   self.help_window.set_text('Select which book you would like to read.')
 end
end
#---------------------------------------------
# ** Window_Book_Content - Displays Book text
#---------------------------------------------
class Window_Book_Content < Window_Base
 #-----------------------
 # Object Initialization
 #-----------------------
 def initialize(book, category=nil)
   super(0, 64, 640, 416)
   @text = []
   dir = category == nil ? 'data/books/' : 'data/books/' + category + '/'
   filename = dir + book + Books::EXT
   file = File.open(filename, 'r')
   file.each_line {|line| @text.push(line)}
   self.contents = Bitmap.new(self.width - 32, self.height - 32)
   self.active = true
   draw_text(book)
 end
 #-----------
 # Draw Text
 #-----------
 def draw_text(book)
   # Draw Content
   lines = []
   cur_line = ''
   @text.each_index {|i|
     words = @text[i].split
     words.each{|word|
       if (self.contents.text_size(cur_line + word).width < self.contents.width)
         cur_line += word
         cur_line += ' '
       else
         lines.push(cur_line)
         cur_line = word + ' '
       end
     }
     lines.push(cur_line)
     cur_line = ''
   }
   self.contents.dispose
   self.contents = Bitmap.new(self.width - 32, lines.size * 32 + 32)
   # Draw Title
   self.contents.font.bold = true
   self.contents.font.size = 28
   self.contents.draw_text(4, 0, self.contents.width, 32, book)
   self.contents.font.bold = false
   self.contents.font.size = Font.default_size
   lines.each_index {|i|
     self.contents.draw_text(4, i * 32 + 32, self.contents.width, 32, lines[i])
   }
 end
 #--------------
 # Update Frame
 #--------------
 def update
   # If entire book isn't displayed
   if self.contents.height > self.height
     # If down is pressed
     if Input.repeat?(Input::DOWN) && (self.contents.height - self.oy) >= self.height
       # Play Cursor SE
       $game_system.se_play($data_system.cursor_se)
       # Scroll Window
       self.oy += 32
     end
     # If up is pressed
     if Input.repeat?(Input::UP) && (self.oy > 0)
       # Play Cursor SE
       $game_system.se_play($data_system.cursor_se)
       # Scroll Window
       self.oy -= 32
     end
     # If L is pressed scroll to top
     if Input.trigger?(Input::L) && (self.oy > 0)
       # Play Cursor SE
       $game_system.se_play($data_system.cursor_se)
       # Scroll to top of Window
       self.oy = 0
     end
     # If R is pressed scroll to bottom
     if Input.trigger?(Input::R) && (self.contents.height - self.oy) >= self.height
       # Play Cursor SE
       $game_system.se_play($data_system.cursor_se)
       # Scroll to bottom of window
       self.oy = self.contents.height - self.height + 32
     end
   end
 end
 #-------------
 # Help Window
 #-------------
 def help_window=(help_window)
   @help_window = help_window
   # Update help text (update_help is defined by the subclasses)
   if self.active and @help_window != nil
     update_help
   end
 end
 #-------------
 # Update Help
 #-------------
 def update_help
   @help_window.set_text('Press Confirm/Cancel Key to Return')
 end
end
#====================#
# *** Scene_Book *** #
#====================#
class Scene_Book
 #-----------
 # Constants
 #-----------
 TYPE = 0
 BOOK = 1
 READ = 2
 #-----------------------
 # Main Processing
 #-----------------------
 def main
   Books.refresh
   # If There are categories
   @types_exist = Books::TYPES != []
   @phase = @types_exist ? 0 : 1
   # Create help window
   @help_window = Window_Help.new
   # Execute Transition
   Graphics.transition
   # Main loop
   loop {
     # Update Graphics
     Graphics.update
     # Update Input
     Input.update
     # Update scene
     update
     # if Scene has changed
     if $scene != self
       break
     end
   }
   # Prepare Transition
   Graphics.freeze
   @help_window.dispose
 end
 #--------------
 # Update Scene
 #--------------
 def update
   case @phase
   when TYPE
     if @type_window == nil
       start_type
     else
       update_type
     end
     return
   when BOOK
     if @book_window == nil
       start_book
     else
       update_book
     end
     return
   when READ
     if @text_window == nil
       start_read
     else
       update_read
     end
     return
   end
 end
 #-------------------
 # Start Type Select
 #-------------------
 def start_type
   @type_window = Window_Type.new(0, 64, Books::TYPES)
   @type_window.help_window = @help_window
 end
 #--------------------
 # Update Type Select
 #--------------------
 def update_type
   @type_window.active = true unless @type_window.active
   @type_window.update
   # If C button is pressed
   if Input.trigger?(Input::C)
     included = false
     # If there are any books unlocked of selected type
     $game_party.books.each {|book|
       if Books::BOOKS[@type_window.index].include?(book)
         included = true
         break
       end
     }
     if !included
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     # Switch to book selection
     @phase = BOOK
     @type = @type_window.index
     @type_window.active = false
     return
   end
   # If B button is pressed
   if Input.trigger?(Input::B)
     # Play Cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Dispose Window
     @type_window.dispose
     # Return to map
     $scene = Scene_Map.new
     return
   end
 end
 #-------------------
 # Start Book Select
 #-------------------
 def start_book
   books = []
   if @types_exist
     $game_party.books.each {|book|
       if Books::BOOKS[@type].include?(book)
         books.push(book)
       end
     }
   else
     books = $game_party.books
   end
   @book_window = Window_Book.new(0, 64, books)
   @book_window.z += 100
   @book_window.help_window = @help_window
 end
 #--------------------
 # Update Book Select
 #--------------------
 def update_book
   @book_window.active = true unless @book_window.active
   @book_window.update
   # if C button is pressed
   if Input.trigger?(Input::C)
     # play Decision SE
     $game_system.se_play($data_system.decision_se)
     # read book
     @phase = READ
     @book_window.active = false
     return
   end
   # if B button is pressed
   if Input.trigger?(Input::B)
     # play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # if types exist
     if @types_exist
       # return to type menu
       @phase = TYPE
       @book_window.dispose
       @book_window = nil
       return
     else
       # return to Map scene
       @book_window.dispose
       $scene = Scene_Map.new
       return
     end
   end
 end
 #--------------------
 # Start Book Reading
 #--------------------
 def start_read
   if @types_exist
     @text_window = Window_Book_Content.new(@book_window.book, Books::TYPES[@type])
   else
     @text_window = Window_Book_Content.new(@book_window.book)
   end
   @text_window.z += 200
   @text_window.help_window = @help_window
 end
 #---------------------
 # Update Book Reading
 #---------------------
 def update_read
   @text_window.update
   # if B button is pressed
   if Input.trigger?(Input::B) || Input.trigger?(Input::C)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # return to book selection
     @phase = BOOK
     @text_window.dispose
     @text_window = nil
     return
   end
 end
end

 

 

I made my own script, I think I made it a little easier to use;

simply copy and paste above main.

 

To use it simply go to the game folder, go into data and create a folder called Books and in that folder create one folder called Glossary and one folder called Tutorials.

Then just create your glossary text files and tutorial text files, and place them in the corresponding folders

(the script will read the files in these folders by name and display them if they are unlocked)

To call the script, just use $scene = Scene_Book.new

to unlock books, use Books.unlock('name')

name is the name of the file without the extension (keep the name within single-quotes)

 

Also, I added the ability (if you would like to) to use different file types...so for example say you didn't want players reading ahead, you can write the book text then save as a .dat file. then within the first part of the script change EXT = '.txt' to EXT = '.dat' and it will read the dat files rather than txt files. NOTE: The files won't be truly encrypted...players will still be able to reconvert the files to .txt, but most players will probably not realize it is that simple and just won't try to mess with the files.

 

Tell me if there's any changes you need done

Share this post


Link to post
Share on other sites

This is a bit late :sweatdrop: but oh well (:

The script is awesome functionally, but could you possibly change it visually? So it looks like this:

http://s1199.photobucket.com/albums/aa476/bluecrystalis94/?action=view&current=menudiag.png

(It won't let me put the picture here... sorry :( )

(The powers of paint ^_^ )

The text in the long menu doesn't appear until you've chosen to book to read, and the text on the title bar thing changes from "Select Book to read" to "Select Chapter" (not what it says on the picture :P )

And all of the 4 windows stay open through the whole thing. Thats all the changes I would like (:

Thank you!

 

P.s: Has there been any development on the junctioning script? :sweatdrop:

Share this post


Link to post
Share on other sites

I can modify it easily! It's a simple fix. I was just playin with a layout lol.

 

And about the junctioning script; I am REALLY sorry, I actually forgot about that :sweatdrop: I'll message you once I get that done

Share this post


Link to post
Share on other sites

Ha.. its okay (:

I found a really good one that was basically identical and would only need the mods so that it only applied to the two characters, but it was for VX D:

But no rush (: I'm trying to work a bit more on the actual game rather than the scripts atm (:

Share this post


Link to post
Share on other sites

 

# Book Script
# by kellessdee
#---------------
=begin
* Script reads text from book files and displays them
* Each book is separated into types
-----------------
* CONFIGURATION *
-----------------
* The script reads from game_folder/data/books/type
* TYPES : The array holding "categories" of books. 
* EXT   : The file type read from. If you do not want players to read ahead or
         be able to edit books, save them as .dat files and change this value
         to '.dat'
* 
-----------------
=end
#-------------------------------------------
# ** Books Module - contains config options
#-------------------------------------------
module Books
 TYPES = ['Glossary',
          'Tutorials']
 EXT = '.dat'
 BOOKS = []
 #------------------------------
 # Refreshes books from folders
 #------------------------------
 def self.refresh
   # clear books array
   BOOKS.clear
   # if there are more than one category of book
   if TYPES != []
     # Split books array for each category
     TYPES.each_index {|i|
       dir = 'data/books/' + TYPES[i] + '/'
       BOOKS.push([])
       # get each book title
       Dir.foreach(dir) {|book|
         if book != '.' && book != '..'
           BOOKS[i].push(book.chomp(File.extname(book)))
         end
       }
     }
   else
     # get each book title
     Dir.foreach('data/books/') {|book|
       if book != '.' && book != '..'
         BOOKS.push(book.chomp(File.extname(book)))
       end
     }
   end
 end
 #----------------------------
 # Unlock specific book title
 #----------------------------
 def self.unlock(title)
   unless $game_party.books.include?(title)
     $game_party.books.push(title)
   end
 end
end
#------------------------------------------------------
# ** Game Party Class - added unlocked books attribute
#------------------------------------------------------
class Game_Party
 # Books array contains unlocked books
 attr_accessor  :books
 # Alias initialize method to create books array
 alias :new_books_array_init :initialize
 def initialize
   @books = []
   new_books_array_init
 end
end
#========================#
# *** Window Classes *** #
#========================#
#------------------------------------------
# ** Window_Type - For selecting book type
#------------------------------------------
class Window_Type < Window_Selectable
 #-------------------
 # Initialize Object
 #-------------------
 def initialize(x, y, commands)
   super(x, y, 200, 96)
   self.contents = Bitmap.new(self.width - 32, commands.size * 32)
   self.index = 0
   self.active = true
   @item_max = commands.size
   commands.each_index {|i|
     $game_party.books.each {|book|
       if Books::BOOKS[i].include?(book)
         self.contents.font.color = normal_color
         break
       else
         self.contents.font.color = disabled_color
       end
     }
     self.contents.draw_text(4, i * 32, self.contents.width, 32, commands[i])
   }
 end
 #--------------------
 # Update Help Window
 #--------------------
 def update_help
   self.help_window.set_text('Select Book to Read')
 end
end
#-------------------------------------
# ** Window_Book - For Selecting book
#-------------------------------------
class Window_Book < Window_Selectable
 #-------------------
 # Initialize Object
 #-------------------
 def initialize(x, y, books)
   super(x, y, 200, 320)
   self.contents = Bitmap.new(self.width - 32, books.size * 32)
   self.index = 0
   self.active = true
   @books = books
   @item_max = @books.size
   @books.each_index {|i|
     self.contents.draw_text(4, i * 32, self.contents.width, 32, @books[i])
   }
 end
 #-------------------
 # Get Selected Book
 #-------------------
 def book
   return @books[self.index]
 end
 #--------------------
 # Update Help Window
 #--------------------
 def update_help
   self.help_window.set_text('Select Chapter')
 end
end
#---------------------------------------------
# ** Window_Book_Content - Displays Book text
#---------------------------------------------
class Window_Book_Content < Window_Base
 #-----------------------
 # Object Initialization
 #-----------------------
 def initialize(book, category=nil)
   super(200, 64, 440, 416)
   @text = []
   dir = category == nil ? 'data/books/' : 'data/books/' + category + '/'
   filename = dir + book + Books::EXT
   file = File.open(filename, 'r')
   file.each_line {|line| @text.push(line)}
   self.contents = Bitmap.new(self.width - 32, self.height - 32)
   self.active = true
   draw_text(book)
 end
 #-----------
 # Draw Text
 #-----------
 def draw_text(book)
   # Draw Content
   lines = []
   cur_line = ''
   @text.each_index {|i|
     words = @text[i].split
     words.each{|word|
       if (self.contents.text_size(cur_line + word).width < self.contents.width)
         cur_line += word
         cur_line += ' '
       else
         lines.push(cur_line)
         cur_line = word + ' '
       end
     }
     lines.push(cur_line)
     cur_line = ''
   }
   self.contents.dispose
   self.contents = Bitmap.new(self.width - 32, lines.size * 32 + 32)
   # Draw Title
   self.contents.font.bold = true
   self.contents.font.size = 28
   self.contents.draw_text(4, 0, self.contents.width, 32, book)
   self.contents.font.bold = false
   self.contents.font.size = Font.default_size
   lines.each_index {|i|
     self.contents.draw_text(4, i * 32 + 32, self.contents.width, 32, lines[i])
   }
 end
 #--------------
 # Update Frame
 #--------------
 def update
   # If entire book isn't displayed
   if self.contents.height > self.height
     # If down is pressed
     if Input.repeat?(Input::DOWN) && (self.contents.height - self.oy) >= self.height
       # Play Cursor SE
       $game_system.se_play($data_system.cursor_se)
       # Scroll Window
       self.oy += 32
     end
     # If up is pressed
     if Input.repeat?(Input::UP) && (self.oy > 0)
       # Play Cursor SE
       $game_system.se_play($data_system.cursor_se)
       # Scroll Window
       self.oy -= 32
     end
     # If L is pressed scroll to top
     if Input.trigger?(Input::L) && (self.oy > 0)
       # Play Cursor SE
       $game_system.se_play($data_system.cursor_se)
       # Scroll to top of Window
       self.oy = 0
     end
     # If R is pressed scroll to bottom
     if Input.trigger?(Input::R) && (self.contents.height - self.oy) >= self.height
       # Play Cursor SE
       $game_system.se_play($data_system.cursor_se)
       # Scroll to bottom of window
       self.oy = self.contents.height - self.height + 32
     end
   end
 end
 #-------------
 # Help Window
 #-------------
 def help_window=(help_window)
   @help_window = help_window
   # Update help text (update_help is defined by the subclasses)
   if self.active and @help_window != nil
     update_help
   end
 end
 #-------------
 # Update Help
 #-------------
 def update_help
   @help_window.set_text('Press Confirm/Cancel Key to Return')
 end
end
#====================#
# *** Scene_Book *** #
#====================#
class Scene_Book
 #-----------------------
 # Main Processing
 #-----------------------
 def main
   Books.refresh
   # Create help window
   @help_window = Window_Help.new
   # Create all windows
   @type_window = Window_Type.new(0, 64, Books::TYPES)
   @book_window = Window_Base.new(0, 160, 200, 320)
   @text_window = Window_Base.new(200, 64, 440, 416)
   @type_window.active = true
   @book_window.active = false
   @text_window.active = false
   @type_window.help_window = @help_window
   # Execute Transition
   Graphics.transition
   # Main loop
   loop {
     # Update Graphics
     Graphics.update
     # Update Input
     Input.update
     # Update scene
     update
     # if Scene has changed
     break if $scene != self
   }
   # Prepare Transition
   Graphics.freeze
   @help_window.dispose
   @type_window.dispose
   @text_window.dispose
   @book_window.dispose
 end
 #--------------
 # Update Scene
 #--------------
 def update
   if @type_window.active
     @type_window.update
     update_type
     return
   elsif @book_window.active
     @book_window.update
     update_book
     return
   elsif @text_window.active
     @text_window.update
     update_read
     return
   end
 end
 #--------------------
 # Update Type Select
 #--------------------
 def update_type
   # If C button is pressed
   if Input.trigger?(Input::C)
     included = false
     # If there are any books unlocked of selected type
     $game_party.books.each {|book|
       if Books::BOOKS[@type_window.index].include?(book)
         included = true
         break
       end
     }
     if !included
       # Play buzzer SE
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # Play decision SE
     $game_system.se_play($data_system.decision_se)
     @type = @type_window.index
     @type_window.active = false
     start_book
     return
   end
   # If B button is pressed
   if Input.trigger?(Input::B)
     # Play Cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Return to map
     $scene = Scene_Map.new
     return
   end
 end
 #-------------------
 # Start Book Select
 #-------------------
 def start_book
   books = []
   $game_party.books.each {|book|
     if Books::BOOKS[@type].include?(book)
       books.push(book)
     end
   }
   @book_window.dispose
   @book_window = Window_Book.new(0, 160, books)
   @book_window.active = true
   @book_window.help_window = @help_window
 end
 #--------------------
 # Update Book Select
 #--------------------
 def update_book
   # if C button is pressed
   if Input.trigger?(Input::C)
     # play Decision SE
     $game_system.se_play($data_system.decision_se)
     @book_window.active = false
     start_read
     return
   end
   # if B button is pressed
   if Input.trigger?(Input::B)
     # play cancel SE
     $game_system.se_play($data_system.cancel_se)
     # Return to type window
     @type_window.active = true
     @book_window.active = false
     @type_window.help_window = @help_window
     @book_window.contents.clear
     @book_window.cursor_rect.empty
     return
   end
 end
 #--------------------
 # Start Book Reading
 #--------------------
 def start_read
   @text_window.dispose
   @text_window = Window_Book_Content.new(@book_window.book, Books::TYPES[@type])
   @text_window.active = true
   @text_window.help_window = @help_window
 end
 #---------------------
 # Update Book Reading
 #---------------------
 def update_read
   # if B button is pressed
   if Input.trigger?(Input::B) || Input.trigger?(Input::C)
     # Play cancel SE
     $game_system.se_play($data_system.cancel_se)
     @text_window.dispose
     @text_window = Window_Base.new(200, 64, 440, 416)
     @text_window.active = false
     @book_window.active = true
     @book_window.help_window = @help_window
     return
   end
 end
end

 

 

fixed the layout! Lemme know if you need any changes.

 

I will PM you about the junction script for specifications

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...