ForeverZer0 44 Report post Posted May 15, 2011 Journal Authors: ForeverZer0 Version: 2.3 Type: Misc. Add-On Introduction I wrote this script after seeing a request here on CP for something similar. It basically just allows the player to view a Journal that show the player information about people they have encountered and places they have visited. Can also log weapons, armors, and items. Features Easy to use/configure Will log people, places, weapons, armors, and items seperately Configurable what type of entries you would like to log Configurable layout Option to use pictures Fully compatible "stats" you want the system to display. Screenshots Demo None. Script Here. #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # Journal # Author: ForeverZer0 # Version: 2.3 # Data: 12.30.2010 #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # # Introduction: # I wrote this script after seeing a request here on CP for something similar. # It basically just allows the player to view a Journal that show the player # information about people they have encountered and places they have visited. # Can also log weapons, armors, and items. # # Features: # - Easy to use/configure # - Nice simple interface # - Will log people, places, weapons, armors, and items seperately # - Configurable what type of entries you would like to log. # - Configurable layout # - Option to use pictures # - Fully compatible "stats" you want the system to display. # # Instructions: # - Place script in the usual place. # - All configuration is below, and explained in each section. # - All pictures must be in folder labeled "Journal" within your game's # Picture folder. # - All you have to do is assign arbitrary "ids" to each person and location # respectively. After you have completed configuration, when you want the # person/place to be added to the Journal, use these script calls: # # Journal.add_character(ID) # Journal.add_location(ID) # Journal.add_weapon(ID) # Journal.add_armor(ID) # Journal.add_item(ID) # # Where the "ID" is the number you assigned to each. # - To call the scene, use this script call: # # $scene = Scene_Journal.new # # - The script comes with a fix for those who like to use smaller text sizes # (like myself), which will allow for more information to be displayed on # the screen at once. # - If you would like to change the look up a little bit, just change around # the X and Y values in Window_Journal. # # Credits/Thanks: # - ForeverZer0, for the script. # #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= # BEGIN CONFIGURATION #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= module Journal # If true, a line height of 20 pixels will be used, which looks better with # smaller font sizes. SMALL_TEXT = true # The width of the entry list used for Scene_Journal. The other windows will # automatically adjust to this width. LIST_WIDTH = 192 # Define what aspects of the journal you would like to use. Choose from the # values listed below and add them to the array. DO NOT change the values. # Omit values for types you do not want to use. # 'People' - 'Places' - 'Weapons' - 'Armors' - 'Items' LIST_ORDER = ['People', 'Places', 'Weapons', 'Armors', 'Items'] # Configure if you would like for items, weapons, and armors to be unlocked # automatically when they are first aquired by the player. If using this # options, IDs MUST match the IDs used in the Database. You will also need to # manually add anything the player begins with at game start. AUTO_WEAPONS = true AUTO_ARMORS = true AUTO_ITEMS = true #------------------------------------------------------------------------------- CHARACTER_STATS = ['Name:', 'Race:', 'Age:', 'Height:', 'Weight:'] # Configure the values used for the above array for each character. Just make # sure the value that corresponds to each stat is at the same index in the []. # Just make sure that the first stat is the name, it will be used on the menu # to select which character/location will be viewed. def self.character_info(id) info = case id when 1 then ['Aluxes', 'Human', '19', '5\'10"', '165 lbs.'] when 2 then ['Hilda', 'Human', '20', '5\'5"', '113'] when 3 then ['Basil', 'Human', '24', '6\'0"', '187 lbs.'] end return info != nil ? info : [] end # Short paragraph/description of character. Uses Blizzard's slice_text method # to automatically break to next line when needed, so do not concern yourself # with that. def self.character_bio(id) text = case id when 1 'Our everyday hero, that seems to make an appearance in every demo.' when 2 'Random witch girl.' when 3 'Another RPGXP character.' end return text != nil ? text : '' end #------------------------------------------------------------------------------- LOCATION_STATS = ['Name:', 'Country:'] # Configure the values used for the above array for each location. Just make # sure the value that corresponds to each stat is at the same index in the []. # Just make sure that the first stat is the name, it will be used on the menu # to select which character/location will be viewed. def self.location_info(id) info = case id when 1 then ['New York', 'USA'] when 2 then ['Ohio', 'USA'] when 3 then ['Iowa', 'Who cares...'] end return info != nil ? info : [] end # Short paragraph/description of location. Uses Blizzard's slice_text method # to automatically break to next line when needed, so do not concern yourself # with that. def self.location_bio(id) return case id when 1 'The state north of Pennsylvania.' when 2 'The state west of Pennsylvania.' when 3 'A boring state.' else '' end end #------------------------------------------------------------------------------- WEAPON_STATS = ['Name:', 'Origin:'] def self.weapon_info(id) text = case id when 1 then ['Bronze Sword', 'Everywhere.'] when 2 then ['Iron Sword', 'Right here.'] when 3 then ['Mythril Sword', 'Blah blah.'] end end def self.weapon_bio(id) return case id when 1 'Simple sword. Seems to be the standard that all RPG games have the hero start with.' when 2 'Slighly better than the Bronze sword.' when 3 'Yet another sword that is in almost every RPG.' else '' end end #------------------------------------------------------------------------------- ARMOR_STATS = ['Name:', 'Origin:'] def self.armor_info(id) text = case id when 1 then ['', ''] when 2 then ['', ''] when 3 then ['', ''] end end def self.armor_bio(id) return case id when 1 '' when 2 '' when 3 '' else '' end end #------------------------------------------------------------------------------- ITEM_STATS = ['Name:', 'Origin:'] def self.item_info(id) text = case id when 1 then ['', ''] when 2 then ['', ''] when 3 then ['', ''] end end def self.item_bio(id) return case id when 1 '' when 2 '' when 3 '' else '' end end #------------------------------------------------------------------------------- # Set the following to true if you would loke pictures to be displayed for # the respective type of Journal entries. They will be defined below. CHARACTER_PIC = true LOCATION_PIC = true WEAPON_PIC = true ARMOR_PIC = true ITEM_PIC = true # Filenames of character pictures. def self.character_pic(id) file = case id when 1 then 'Aluxes' when 2 then 'Hilda' when 3 then 'Basil' end return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1) end # Filenames of location pictures. def self.location_pic(id) file = case id when 1 then '' when 2 then '' when 3 then '' end return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1) end # Filename of weapon pictures. def self.weapon_pic(id) file = case id when 1 then '' when 2 then '' when 3 then '' end return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1) end # Filename of weapon pictures. def self.armor_pic(id) file = case id when 1 then '' when 2 then '' when 3 then '' end return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1) end # Filenames of item pictures. def self.item_pic(id) file = case id when 1 then '' when 2 then '' when 3 then '' end return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1) end #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= # END CONFIGURATION #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= def self.add_character(id) unless $game_system.journal['People'].include?(id) $game_system.journal['People'].push(id) $game_system.journal['People'].sort! end end def self.add_location(id) unless $game_system.journal['Places'].include?(id) $game_system.journal['Places'].push(id) $game_system.journal['Places'].sort! end end def self.add_weapon(id) unless $game_system.journal['Weapons'].include?(id) $game_system.journal['Weapons'].push(id) $game_system.journal['Weapons'].sort! end end def self.add_armor(id) unless $game_system.journal['Armors'].include?(id) $game_system.journal['Armors'].push(id) $game_system.journal['Armors'].sort! end end def self.add_item(id) unless $game_system.journal['Items'].include?(id) $game_system.journal['Items'].push(id) $game_system.journal['Items'].sort! end end end #=============================================================================== # ** Game_System #=============================================================================== class Game_System attr_accessor :journal alias zer0_journal_init initialize def initialize zer0_journal_init @journal = {} Journal::LIST_ORDER.each {|key| @journal[key] = [] } end def journal_entries(type) entries = [] case type when 'People' @journal[type].each {|id| entries.push(Journal.character_info(id)[0]) } when 'Places' @journal[type].each {|id| entries.push(Journal.location_info(id)[0]) } when 'Weapons' @journal[type].each {|id| entries.push(Journal.weapon_info(id)[0]) } when 'Armors' @journal[type].each {|id| entries.push(Journal.armor_info(id)[0]) } when 'Items' @journal[type].each {|id| entries.push(Journal.item_info(id)[0]) } end return entries.empty? ? ['None'] : entries end end #=============================================================================== # ** Game_Party #=============================================================================== class Game_Party alias zer0_auto_add_weapon gain_weapon def gain_weapon(weapon_id, n) # Unlock weapon ID if recieved. if Journal::AUTO_WEAPONS& ![nil, 0].include?(weapon_id) Journal.add_weapon(weapon_id) end zer0_auto_add_weapon(weapon_id, n) end alias zer0_auto_add_armor gain_armor def gain_armor(armor_id, n) # Unlock armor ID if recieved. if Journal::AUTO_ARMORS && ![nil, 0].include?(armor_id) Journal.add_armor(armor_id) end zer0_auto_add_armor(armor_id, n) end alias zer0_auto_add_item gain_item def gain_item(item_id, n) # Unlock item ID if recieved. if Journal::AUTO_ITEMS && ![nil, 0].include?(item_id) Journal.add_item(item_id) end zer0_auto_add_item(item_id, n) end end #=============================================================================== # ** Bitmap (slice_text method by Blizzard) #=============================================================================== class Bitmap def slice_text(text, width) words = text.split(' ') return words if words.size == 1 result, current_text = [], words.shift words.each_index {|i| if self.text_size("#{current_text} #{words[i]}").width > width result.push(current_text) current_text = words[i] else current_text = "#{current_text} #{words[i]}" end result.push(current_text) if i >= words.size - 1} return result end end #=============================================================================== # ** Window_Journal #=============================================================================== class Window_Journal < Window_Base attr_accessor :type def initialize super(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false @type = '' end def id=(id) @id = id refresh end def refresh self.contents.clear return if @id == nil # Set local variables, branching by what type is being viewed. case @type when 'People' stats = Journal::CHARACTER_STATS info = Journal.character_info(@id) bio = Journal.character_bio(@id) pic = Journal::CHARACTER_PIC ? Journal.character_pic(@id) : nil when 'Places' stats = Journal::LOCATION_STATS info = Journal.location_info(@id) bio = Journal.location_bio(@id) pic = Journal::LOCATION_PIC ? Journal.location_pic(@id) : nil when 'Weapons' stats = Journal::WEAPON_STATS info = Journal.weapon_info(@id) bio = Journal.weapon_bio(@id) pic = Journal::WEAPON_PIC ? Journal.weapon_pic(@id) : nil when 'Armors' stats = Journal::ARMOR_STATS info = Journal.armor_info(@id) bio = Journal.armor_bio(@id) pic = Journal::ARMOR_PIC ? Journal.armor_pic(@id) : nil when 'Items' stats = Journal::ITEM_STATS info = Journal.item_info(@id) bio = Journal.item_bio(@id) pic = Journal::ITEM_PIC ? Journal.item_pic(@id) : nil end width = 640 - Journal::LIST_WIDTH - 40 bio = self.contents.slice_text(bio, width) if pic != nil rect = Rect.new(0, 0, pic.width, pic.height) self.contents.blt(self.width-pic.width-64, 32, pic, rect) end # Draw the values on the window's bitmap. self.contents.font.color = system_color y = Journal::SMALL_TEXT ? 20 : 32 stats.each_index {|i| self.contents.draw_text(0, i*(y*2), 128, y, stats[i])} self.contents.draw_text(0, 320, 128, y, 'Description:') self.contents.font.color = normal_color info.each_index {|i| self.contents.draw_text(8, y+i*(y*2), 128, y, info[i])} bio.each_index {|i| self.contents.draw_text(8, (320+y)+i*y, width, y, bio[i])} end end #=============================================================================== # ** Scene_Journal #=============================================================================== class Scene_Journal #------------------------------------------------------------------------------- def main # Create lists of the entries for each Journal content type. @entry_lists, @index = [], 0 # Create list of entry titles. Journal::LIST_ORDER.each {|key| next unless $game_system.journal.has_key?(key) window = Window_Command.new(Journal::LIST_WIDTH, $game_system.journal_entries(key)) window.visible = window.active = false window.height = 480 @entry_lists.push(window) } # Create main command window. @command_window = Window_Command.new(Journal::LIST_WIDTH, Journal::LIST_ORDER) @command_window.height = 480 # Create main window for viewing information and dummy window. @dummy_window = Window_Base.new(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480) @journal_window = Window_Journal.new @windows = @entry_lists + [@journal_window, @command_window, @dummy_window] # Transition and start main loop for the scene. Graphics.transition loop {Graphics.update; Input.update; update; break if $scene != self} # Dispose all windows and prepare for transition. Graphics.freeze @windows.each {|window| window.dispose} end #------------------------------------------------------------------------------- def update # Update all the windows. @windows.each {|window| window.update } # Branch update method depending on what window is active. @command_window.active ? update_command : update_entry_selection end #------------------------------------------------------------------------------- def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new elsif Input.trigger?(Input::C) # Deactivate command window and make selected entry list active. @index = @command_window.index @command_window.active = @command_window.visible = false @entry_lists[@index].active = @entry_lists[@index].visible = true end end #------------------------------------------------------------------------------- def update_entry_selection if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) # Deactivate entry list and make command window active. @command_window.active = @command_window.visible = true @entry_lists[@index].active = @entry_lists[@index].visible = false @journal_window.visible = false elsif Input.trigger?(Input::C) @journal_window.visible = true $game_system.se_play($data_system.decision_se) type = Journal::LIST_ORDER[@index] # Set the type and id variables for the journal window and refresh. @journal_window.type = type @journal_window.id = $game_system.journal[type][@entry_lists[@index].index] end end end Instructions See script. Compatibility No known issues. Credits and Thanks ForeverZer0, for the script. Author's Notes Enjoy! 1 Jon Bon reacted to this Share this post Link to post Share on other sites
Jon Bon 43 Report post Posted November 19, 2011 I am currently using this script, I must say I love it. I was wondering if it was possible to remove an entry once added, this way you can make multiple entries for the same character, remove one, add the next one, and have different descriptions. I require such a system, as characters will change factions, etc. and the information will change as well. Share this post Link to post Share on other sites