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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

 

Journal1.png


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!

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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.

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