#==============================================================================
# XaiL System - Teleport
# Author: Nicke
# Created: 10/01/2012
# Edited: 03/04/2012
# Version: 1.0a
#==============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# To call this scene in a menu or on the map simply use the following code:
# SceneManager.call(Scene_Teleport)
#
# To add/del a teleport, do this in a script call:
# tp(id, type, enabled = true)
# Examples:
# tp(2, :add) # This will add id 2.
# tp(2, :del) # This will delete id 2.
#
# To check if id is added or enabled/disabled do the following, preferably in a
# conditional branch:
# tp_added?(id)
# tp_enable?(id)
# Examples:
# tp_added?(2) # Is id 2 added?
# tp_enabled?(1) # Is id 1 enabled?
# !tp_enabled?(3) # Same method used but returns true if it is disabled.
#
# To enable/disabling a id do like this:
# tp_enable(1, true) # Enable id 1.
# tp_enable(2, false) # Disable id 2.
#
# If you want to add/delete all the id's in the list use this method:
# Note: This method uses the normal way of adding a tp. I created this method
# to save some space in the event page when adding a large amount of id's.
# tp_all(:add) # Add all id's.
# tp_all(:del) # Remove all id's.
#
# Read the settings carefully when setting up new teleport location as well as
# how to change certain settings. Make sure you change the settings as you
# want them and hopefully you will be pleased. Enjoy!
#
# *** Only for RPG Maker VX Ace. ***
#==============================================================================
($imported ||= {})["XAIL-XS-TELEPORT-SCENE"] = true
module XAIL
module TELEPORT
#--------------------------------------------------------------------------#
# * Settings
#--------------------------------------------------------------------------#
# TP_FONT = [ name, size, color, bold, italic, shadow ]
TP_CMD_FONT = [["Verdana"], 16, Color.new(255,255,255), true, false, false]
TP_INFO_FONT = [["Verdana"], 14, Color.new(155,205,205), true, false, true]
# The windowskin to use for the windows. Set to nil to disable.
# SKIN = string
SKIN = nil
# Use this template when adding a long string to the map details.
# Use \n to get to a new line.
# TP_INFO_ID = long string
TP_INFO_1 = "This is a very long string so that you can see how it may\nwork when using a super long string. :-)"
TP_INFO_2 = "This is just a text explaining the map info."
TP_INFO_3 = "Since this map is disabled i.e no teleporting allowed the\ncommand is disabled as well as the text."
# How many lines the info window should display.
# If you do have long strings in the info I suggest changing this.
# TP_INFO_LINES = number
TP_INFO_LINES = 3
# Sets the padding of the text in the info window.
TP_INFO_PADDING = 10 # Default: 12.
# TELEPORT_LIST:
# ID = ['Title', :symbol, map_id, x & y, map_image(nil), map_info(nil),
# enabled, icon_index]
TP_LIST = [] # Don't remove!
TP_LIST[0] = ['Weird Lake', :weird_map, 1, [15,11], "map_test", TP_INFO_1, true, 321]
TP_LIST[1] = ['World Map', :world_map, 2, [12,3],"map_test2", TP_INFO_2, true, nil]
TP_LIST[2] = ['Disabled Map', :disabled, 2, [1,1],"map_test2", TP_INFO_3, false, 327]
# Empty icon index. Which icon should be in use if TP_LIST icon_index is nil.
# EMPTY_ICON_INDEX = icon_index
EMPTY_ICON_INDEX = 0
# Display texts. Should be easy enough to understand what they are for.
TEXT_NO_TELEPORTS = "You haven't found a location to teleport to."
OK_NAME = "Teleport" # Dialog box ok.
OK_CANCEL = "Cancel" # Dialog box cancel.
# Transition, nil to use default.
# TRANSITION [ SPEED, TRANSITION, OPACITY ]
# TRANSITION = [40, "Graphics/Transitions/1", 50]
TRANSITION = nil
# Background image (System folder)
# Note: You might want to decrease the opacity as well as arrange
# the windows so that you can properly see the background.
# Set to nil to use default.
BACK = nil
# Should a animation be used when teleporting to a new map.
# Set it to nil to disable it.
ANIM_ID = 81
# Fade out time when teleporting to a new map.
# 1000 (1 second)
# ANIM_SCENE_FADE/ANIM_AUDIO_FADE = number
ANIM_SCENE_FADE = 500 # Fade out time for scene.
ANIM_AUDIO_FADE = 500 # Fade out time for audio.
end
end
# *** Don't edit below unless you know what you are doing. ***
#==============================================================================#
# ** Game_System
#------------------------------------------------------------------------------
# Method for checking the teleport list.
#==============================================================================#
class Game_System
attr_accessor :tp_list
alias xail_teleport_sys_initialize initialize
def initialize(*args, &block)
xail_teleport_sys_initialize(*args, &block)
@tp_list = []
end
end
#==============================================================================#
# ** Game_Interpreter
#------------------------------------------------------------------------------
# Method for adding and deleting a teleport.
#==============================================================================#
class Game_Interpreter
def tp(id, type)
# // Method to add a item to the list.
case type
when :add # // Add teleport id.
unless $game_system.tp_list.include?(XAIL::TELEPORT::TP_LIST[id])
$game_system.tp_list.push(XAIL::TELEPORT::TP_LIST[id])
end unless XAIL::TELEPORT::TP_LIST[id].nil?
when :del # // Remove teleport id.
unless XAIL::TELEPORT::TP_LIST[id].nil?
$game_system.tp_list.delete(XAIL::MENU::TP_LIST[id])
end
end
end
def tp_enabled?(id)
# // Method to check if id is enabled.
# (Must be added in the list or else it returns nil).
return if $game_system.tp_list[id].nil?
return $game_system.tp_list[id][6]
end
def tp_added?(id)
# // Method to check if id is added.
return $game_system.tp_list[id]
end
def tp_enable(id, enabled)
# // Method to enable id.
$game_system.tp_list[id][6] = enabled
end
def tp_all(type = :add)
# // Method to add/delete all teleport id's.
id = 0
while id < XAIL::TELEPORT::TP_LIST.size
case type
when :add
tp(id, :add)
else
tp(id, :del)
end
id += 1
end
end
end
#==============================================================================#
# ** Window_TeleportCommand
#------------------------------------------------------------------------------
# New Window :: Window_TeleportCommand - A window for creating the commands.
#==============================================================================#
class Window_TeleportCommand < Window_Command
def window_width
# // Method to return the width.
return 160
end
def window_height
# // Method to return the height.
return Graphics.height
end
def menu_color(color, enabled = true)
# // Method to set the color and alpha if not enabled.
contents.font.color.set(color)
contents.font.color.alpha = 100 unless enabled
end
def draw_item(index)
# // Method to draw the command item.
contents.font.name = XAIL::TELEPORT::TP_CMD_FONT[0]
contents.font.size = XAIL::TELEPORT::TP_CMD_FONT[1]
menu_color(XAIL::TELEPORT::TP_CMD_FONT[2], menu_enabled?(index))
contents.font.bold = XAIL::TELEPORT::TP_CMD_FONT[3]
contents.font.italic = XAIL::TELEPORT::TP_CMD_FONT[4]
contents.font.shadow = XAIL::TELEPORT::TP_CMD_FONT[5]
draw_text(item_rect_for_icons(index), command_name(index), alignment)
draw_tp_icons(index)
reset_font_settings
end
def draw_tp_icons(index)
# // Method to draw the icons.
# If there is no icon as in nil return a empty
# icon index
y = 0
for i in @tp_list
icon = i[7].nil? ? XAIL::TELEPORT::EMPTY_ICON_INDEX : i[7]
draw_icon(icon, 0, y, menu_enabled?(index))
y += 24
end
end
def item_rect_for_icons(index)
# // Method to draw the text with icons.
rect = item_rect(index)
rect.x += 24
rect.width -= 8
rect
end
def menu_enabled?(index)
# // Method to check if item is enabled.
return @tp_list[index][6]
end
alias xail_mk_cmd_list_tp make_command_list
def make_command_list(*args, &block)
# // Method to add the commands.
xail_mk_cmd_list_tp(*args, &block)
@tp_list = $game_system.tp_list
for i in @tp_list
add_command(i[0], i[1], i[6])
end
end
end
#==============================================================================#
# ** Window_OK_Command
#==============================================================================#
class Window_OK_Command < Window_Command
def window_width
# // Method to return the width.
return 120
end
def alignment
# // Method to return the alignment.
return 1
end
alias xail_mk_cmd_list_ok make_command_list
def make_command_list(*args, &block)
# // Method to add the commands.
xail_mk_cmd_list_ok(*args, &block)
add_command(XAIL::TELEPORT::OK_NAME, :ok)
add_command(XAIL::TELEPORT::OK_CANCEL, :cancel)
end
end
#==============================================================================#
# ** Window_tpInfo
#==============================================================================#
class Window_tpInfo < Window_Base
def initialize(x, y, width, height)
# // Method to initialize the window.
super(0, 0, width, window_height)
@tp_list = $game_system.tp_list
refresh
end
def set_text(text, enabled)
# // Method to set a new the tp text to the window.
if text != @text
@text = text
menu_color(XAIL::TELEPORT::TP_INFO_FONT[2], enabled)
refresh
end
end
def window_height
# // Method to return the height.
return fitting_height(XAIL::TELEPORT::TP_INFO_LINES)
end
def standard_padding
# // Method to set the padding for text.
return XAIL::TELEPORT::TP_INFO_PADDING
end
def refresh
# // Method to refresh the window.
contents.clear
draw_tp_text
end
def menu_color(color, enabled = true)
# // Method to set the color and alpha if not enabled.
contents.font.color.set(color)
contents.font.color.alpha = 150 unless enabled
end
def draw_tp_ex(x, y, text)
# // Special method to draw a text.
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
def draw_tp_text
# // Method to draw the tp text to the window.
contents.font.name = XAIL::TELEPORT::TP_INFO_FONT[0]
contents.font.size = XAIL::TELEPORT::TP_INFO_FONT[1]
contents.font.bold = XAIL::TELEPORT::TP_INFO_FONT[3]
contents.font.italic = XAIL::TELEPORT::TP_INFO_FONT[4]
contents.font.shadow = XAIL::TELEPORT::TP_INFO_FONT[5]
draw_tp_ex(0, 0, @text)
reset_font_settings
end
end
#==============================================================================#
# ** Window_tpImage
#==============================================================================#
class Window_tpImage < Window_Base
def initialize(x, y, width, height)
# // Method to initialize the window.
super(0, 0, width, height)
refresh
end
def refresh
# // Method to refresh the window.
contents.clear
end
def draw_tp_map(x, y, source, enabled = true)
# // Method to draw the teleport map.
rect = Rect.new(0, 0, Graphics.width, Graphics.height)
return clear_tp_map(rect) if source.nil?
clear_tp_map(rect)
tp_map = Cache.picture(source)
contents.blt(x, y, tp_map, rect, enabled ? 255 : 150)
end
def clear_tp_map(rect)
# // Method to clear tp_map rect.
contents.clear_rect(rect)
end
end
#==============================================================================#
# ** Scene_TeleportBase
#------------------------------------------------------------------------------
# New Scene :: Scene_TeleportBase - The teleport scene.
#==============================================================================#
class Scene_TeleportBase < Scene_Base
alias xail_tpbase_start start
def start(*args, &block)
# // Method to start the scene
xail_tpbase_start(*args, &block)
@tp_list = $game_system.tp_list
create_background
end
def post_start
# // Method to post_start the scene.
perform_transition unless @tp_list.empty?
end
alias xail_tpbase_terminate terminate
def terminate(*args, &block)
# // Method to terminate the scene.
xail_tpbase_terminate(*args, &block)
end
def create_background
# // Method to create the background.
@background_sprite = Sprite.new
if XAIL::TELEPORT::BACK.nil?
@background_sprite.bitmap = SceneManager.background_bitmap
@background_sprite.color.set(16, 16, 16, 128)
else
@background_sprite.bitmap = Cache.system(XAIL::TELEPORT::BACK)
end
end
alias xail_tpbase_transition perform_transition
def perform_transition(*args, &block)
# // Method to create the transition.�
if XAIL::TELEPORT::TRANSITION.nil?
Graphics.transition(15)
else
Graphics.transition(XAIL::TELEPORT::TRANSITION[0],XAIL::TELEPORT::TRANSITION[1],XAIL::TELEPORT::TRANSITION[2])
end
xail_tpbase_transition(*args, &block)
end
end
#==============================================================================#
# ** Scene_Teleport
#------------------------------------------------------------------------------
# New Scene :: Scene_Teleport - The teleport scene.
#==============================================================================#
class Scene_Teleport < Scene_TeleportBase
alias xail_tpbase_init initialize
def initialize(*args, &block)
# // Method to initialize scene teleport.
xail_tpbase_init(*args, &block)
@tp_list = $game_system.tp_list
end
def start
# // Method to start scene teleport.
super
return command_map if @tp_list.empty?
create_tp_command_window
create_tp_info
create_tp_image
on_index_change(0) # // Draw id 0 when scene is loaded.
end
def create_tp_command_window
# // Method to create command list window.
@command_window = Window_TeleportCommand.new(0, 0)
@command_window.windowskin = Cache.system(XAIL::TELEPORT::SKIN) unless XAIL::TELEPORT::SKIN.nil?
for i in @tp_list
@command_window.set_handler(i[1], method(:command_ok_dialog))
end
@command_window.set_handler(:cancel, method(:return_scene))
end
def create_ok_window
# // Method to create ok command window.
@ok_window = Window_OK_Command.new(0, 0)
@ok_window.windowskin = Cache.system(XAIL::TELEPORT::SKIN) unless XAIL::TELEPORT::SKIN.nil?
@ok_window.x = (Graphics.width - @ok_window.width) / 2
@ok_window.y = (Graphics.height - @ok_window.height) / 2
@ok_window.set_handler(:ok, method(:command_teleport))
@ok_window.set_handler(:cancel, method(:command_cancel_dialog))
end
def create_tp_info
# // Method to create teleport info window.
width = Graphics.width - @command_window.width
height = 80
@tp_info = Window_tpInfo.new(0, 0, width, height)
@tp_info.windowskin = Cache.system(XAIL::TELEPORT::SKIN) unless XAIL::TELEPORT::SKIN.nil?
@tp_info.x = @command_window.width
@tp_info.y = 0
end
def create_tp_image
# // Method to create teleport image window.
width = Graphics.width - @command_window.width
height = Graphics.height - @tp_info.height
@tp_image_window = Window_tpImage.new(0, 0, width, height)
@tp_image_window.windowskin = Cache.system(XAIL::TELEPORT::SKIN) unless XAIL::TELEPORT::SKIN.nil?
@tp_image_window.x = @command_window.width
@tp_image_window.y = @tp_info.height
end
def create_tp_message_window
# // Method to create the message window.
@message_window = Window_Message.new
end
def command_ok_dialog
# // Method to open ok dialog.
create_ok_window
end
def command_cancel_dialog
# // Method to close ok dialog.
@ok_window.close
@command_window.active = true
end
def command_teleport
# // Method to teleport the player.
teleport_player(@command_window.index)
end
def command_map
# // command_map (Don't remove)
create_tp_message_window
$game_message.texts << XAIL::TELEPORT::TEXT_NO_TELEPORTS
SceneManager.call(Scene_Map)
end
def teleport_player(index)
# // Method for teleporting the player to the spawn event. (if exists)
$game_map.setup(@tp_list[index][2])
$game_player.moveto(@tp_list[index][3][0], @tp_list[index][3][1])
fadeout_scene
$game_map.autoplay
$game_map.refresh
$game_player.animation_id = XAIL::TELEPORT::ANIM_ID unless XAIL::TELEPORT::ANIM_ID.nil?
SceneManager.call(Scene_Map)
end
def fadeout_scene
time = XAIL::TELEPORT::ANIM_AUDIO_FADE
# // Method to fade out the scene.
RPG::BGM.fade(time)
RPG::BGS.fade(time)
RPG::ME.fade(time)
Graphics.fadeout(XAIL::TELEPORT::ANIM_SCENE_FADE * Graphics.frame_rate / 1000)
RPG::BGM.stop
RPG::BGS.stop
RPG::ME.stop
end
def draw_tp_image(index)
# // Draw teleport image.
image = @tp_list[index][4]
enabled = @tp_list[index][6]
@tp_image_window.draw_tp_map(0, 0, image, enabled)
end
def draw_tp_info(index)
# // Draw teleport details.
title = @tp_list[index][0]
info = @tp_list[index][5]
enabled = @tp_list[index][6]
text = "#{title}\n#{info}" unless @tp_list[index][5].nil?
@tp_info.set_text(text, enabled)
end
alias xail_upd_tp_index_change update
def update(*args, &block)
# // Method for updating the scene.
old_index = @command_window.index
xail_upd_tp_index_change(*args, &block)
on_index_change(@command_window.index) if old_index != @command_window.index
end
def on_index_change(index)
# // If index changes redraw the image and info.
draw_tp_image(index)
draw_tp_info(index)
end
end # END OF FILE
#=*==========================================================================*=#
# ** END OF FILE
#=*==========================================================================*=#