Turn counter during battle

notmudkip

Warper
Member
Joined
Mar 23, 2016
Messages
2
Reaction score
0
First Language
'Murican
Primarily Uses
N/A
I would like a script that counts turns to help with testing battles.


In the circled area if possible

680296.PNG
 

Archeia

Level 99 Demi-fiend
Developer
Joined
Mar 1, 2012
Messages
15,144
Reaction score
15,478
First Language
Filipino
Primarily Uses
RMMZ
Here you go.




Code:
class Sprite_TurnNumber < Sprite
  
  def initialize(viewport)
    super(viewport)
    self.x = Graphics.width - Graphics.width / 4
    self.y = 0
    self.opacity = 0
    @opacity_rate = 0
    @turn_number = 0
    refresh
  end
  
  def update
    return unless SceneManager.scene_is?(Scene_Battle)
    self.opacity += @opacity_rate if @turn_number
    if @turn_number != $game_troop.turn_count
      @turn_number = $game_troop.turn_count
      refresh
    end
  end
  
  def show_up
    @opacity_rate = 15
  end
  
  def hide_down
    @opacity_rate = -15
  end
  
  def refresh
    number = $game_troop.turn_count
    bitmap = Bitmap.new(Graphics.width / 4, 26)
    bitmap.font.bold = true
    bitmap.font.out_color.set(0, 0, 0, 255)
    bitmap.font.color.set(255, 255, 255)
    text = sprintf("Turn Number: %d", number)
    bitmap.draw_text(0, 0, Graphics.width / 4, 26, text, 2)
    self.bitmap.dispose if self.bitmap
    self.bitmap = bitmap
  end
  
end

class Spriteset_Battle
  
  attr_accessor :viewportTurnNumber

  #--------------------------------------------------------------------------
  # alias method: create_viewports
  #--------------------------------------------------------------------------
  alias turn_number_viewport_create_viewports create_viewports
  def create_viewports
    turn_number_viewport_create_viewports
    @viewportTurnNumber = Viewport.new
    @viewportTurnNumber.z = 250
  end
  
end

class Scene_Battle < Scene_Base
  
  alias turn_number_create_all_windows create_all_windows
  def create_all_windows
    turn_number_create_all_windows
    @tn_sprite = Sprite_TurnNumber.new(@spriteset.viewportTurnNumber)
  end
  
  alias turn_number_dispose_spriteset dispose_spriteset
  def dispose_spriteset
    turn_number_dispose_spriteset
    @tn_sprite.dispose
  end

  alias turn_number_update_basic update_basic
  def update_basic
    turn_number_update_basic
    @tn_sprite.update if @tn_sprite
  end
  
  alias turn_number_turn_end turn_end
  def turn_end
    turn_number_turn_end
    @tn_sprite.hide_down
  end
  
  alias turn_number_turn_start turn_start
  def turn_start
    turn_number_turn_start
    @tn_sprite.show_up
  end
  
end
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Don't forget, aspiring writers: Personality isn't what your characters do, it is WHY they do it.
Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
The biggest debate we need to complete on which is better, Waffles or Pancakes?
rux
How is it going? :D
Day 9 of giveaways! 8 prizes today :D

Forum statistics

Threads
106,049
Messages
1,018,547
Members
137,835
Latest member
yetisteven
Top