Galv’s Encounter Pointer V.1.2

Demo – Version 1.1 > (Demo uses old version)

#------------------------------------------------------------------------------#
#  Galv's Encounter Pointer
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.2
#------------------------------------------------------------------------------#
#  2013-02-22 - Version 1.2 - hide the pointer while events are running.
#  2013-02-18 - Version 1.1 - fixed bug with changing number of frames
#  2013-02-18 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  This script displays a pointer above the player's head that changes
#  depending on how many steps until the next random encounter will happen.
#  This is based off of the feature in the psone game 'Legend of Dragoon'.
#------------------------------------------------------------------------------#
#  INSTRUCTIONS
#------------------------------------------------------------------------------#
#  Get image from demo.
#  Put script under Materials and above Main
#  Check settings to see if you want to change anything.
#  Start a new game.
#------------------------------------------------------------------------------#
 
($imported ||= {})["Galv_Encounter_Pointer"] = true
module Galv_Enc
 
#------------------------------------------------------------------------------#
#  SETUP OPTIONS
#------------------------------------------------------------------------------#
  #---------------------#
  #  Gameplay Options:  #
  #---------------------#
 
  DISABLE_BUTTON = :Y  # Button for player to turn it on and off :Y is "s" key
  DISABLE_SWITCH = 1   # Turn ON to turn pointer OFF.
 
  WARNING_LEVEL = 0.5  # When pointer turns yellow
  DANGER_LEVEL = 0.2   # When pointer turns red
 
  # The above levels are based on how many steps until encounter and the
  # encounter rate of the area. 0.5 means when steps until encounter has reached
  # 50% of the encounter rate. (So 15 steps in a 30 step zone).
 
  #---------------------#
  #  Graphic Options:   #
  #---------------------#
 
  IMAGE = "encounter_pointer"   # The image to use in /Graphics/System/
 
  FRAMES = 5           # Amount of frames the pointer animation uses
  SPEED = 5            # Speed of animation (higher is slower)
  Z_LEVEL = 100        # Make higher to display above things if it doesn't.
  Y_POSITION = -50     # Y position relevant to the player.
 
#------------------------------------------------------------------------------#
#  END SETUP OPTIONS
#------------------------------------------------------------------------------#
end
 
class Spriteset_Map
  alias galv_enc_point_smap_initialize initialize
  def initialize
    create_enc_symbol
    galv_enc_point_smap_initialize
  end
 
  def create_enc_symbol
    @enc_symbol = Sprite_EncSymbol.new(@viewport1, $game_player)
  end
 
  alias galv_enc_point_smap_update update
  def update
    galv_enc_point_smap_update
    @enc_symbol.update
  end
 
  alias galv_enc_point_smap_dispose dispose
  def dispose
    galv_enc_point_smap_dispose
    dispose_enc_symbol
  end
 
  def dispose_enc_symbol
    @enc_symbol.dispose if @enc_symbol
  end
end # Spriteset_Map
 
class Sprite_EncSymbol < Sprite_Character
  def initialize(viewport, character = nil)
    super(viewport, character)
    @character = character
    update
  end
 
  def defaults
    @speed_timer = 0
    @enc_pattern = 1
    @enc_rate = $game_map.encounter_step
    @enc_status = $game_player.encounter_count
  end
 
  def update
    update_enc_status
    set_enc_bitmap if @enc_pattern.nil?
    update_src_rect
    update_position
    update_other
  end
 
  def update_enc_status
    steps_left = $game_player.encounter_count.to_f / $game_map.encounter_step.to_f
    if steps_left <= Galv_Enc::DANGER_LEVEL
      @enc_status = 2
    elsif steps_left <= Galv_Enc::WARNING_LEVEL
      @enc_status = 1
    else
      @enc_status = 0
    end
  end
 
  def set_enc_bitmap
    @enc_pattern ||= 1
    @speed_timer ||= 0
    self.bitmap = Cache.system(Galv_Enc::IMAGE)
    @cw = bitmap.width / Galv_Enc::FRAMES
    @ch = bitmap.height / 3
    self.ox = @cw / 2
    self.oy = @ch
  end
 
  def update_src_rect
    if @enc_pattern < Galv_Enc::FRAMES
      pattern = @enc_pattern
    else
      @enc_pattern = 1
      pattern = 1
    end
    sx = pattern * @cw
    sy = @enc_status * @ch
    self.src_rect.set(sx, sy, @cw, @ch)
  end
 
  def update_position
    self.x = @character.screen_x
    self.y = @character.screen_y + Galv_Enc::Y_POSITION
    self.z = Galv_Enc::Z_LEVEL
  end
 
  def update_other
    @speed_timer += 1
    if @speed_timer > Galv_Enc::SPEED
      @enc_pattern += 1
      @speed_timer = 0
    end
    if $game_switches[Galv_Enc::DISABLE_SWITCH] || $game_map.interpreter.running?
      self.opacity = 0
    else
      self.opacity = 255
    end
    self.visible = !@character.transparent
  end
 
end # Sprite_EncSymbol < Sprite_Character
 
class Game_Player < Game_Character
  attr_reader :encounter_count
 
  alias galv_enc_point_player_move_by_input move_by_input
  def move_by_input
    if Input.trigger?(Galv_Enc::DISABLE_BUTTON)
      $game_switches[1] ^= true
    end
    galv_enc_point_player_move_by_input
  end
end # Game_Player < Game_Character

10 thoughts on “Galv’s Encounter Pointer V.1.2

  1. David Bergstrom says:

    Is there a way to be able to toggle the function on and off depending on the map? I ask because if I were able to turn the function off inside a house etc, that would be fantastic. But in all seriousness, nice script Galv, your talent with these scripts never ceases to amaze me!

    • Galv says:

      Thanks for your kind words. The only way would be to turn the disable switch on when inside houses. I didn’t add functionality to completely disable this unfortunately

      • David Bergstrom says:

        So that would be done through scripting? That’s perfect! Being unfamiliar with the workings of the script (and new to scripting, what would I put in the ‘script’ of an event?

        And thank you so much for your help! :D

  2. Galv says:

    In the script settings it has:
    DISABLE_SWITCH = 1

    You choose a switch to use. Then turning the switch you use ON (with an event) the pointer will disappear

  3. Anuhazi says:

    Hi Galv, LoD is literally the ‘best’ game. I Love that it inspired you to make this.

    I am having an issue with the X offset however, which I assume is hardcoded as a default since I can only edit the Y and Z axis in the settings. Is there some way I can move my pointer to the right? (Error image: http://i57.tinypic.com/yzzhe.png)

    Thanks ^_^

    • Galv says:

      Are you using a script that makes your resolution larger? Try making your map bigger to fill the size of the window and see what happens

      • Anuhazi says:

        Not as far as I know, but it only occurs on certain maps, the ones that don’t entirely fill the screen. I’ve no doubt your suggestion will solve the issue. Thanks bro

  4. Amy says:

    Hello Galv, I have a question-you’re the only person I have found that has a script of this nature but it’s not quite what I’m looking for. I don’t deal with random encounters in my game, (I’m trying to use Falco Pearl Liquid ABS). I love games like Baldurs Gate and Icewind Dale and was wanting to implement the encounter rings that you see around the characters all the time. So a friendly target is a blue ring and the character group is green. If a friendly is damaged they become an enemy-which is a red ring. (And if they flee in fear under a failed morale check it is yellow). Can this script be easily modified to do that? I’ve been able to create a common event that places a ring around the main character but eventing for every NPC and switching the ring color is currently beyond me.

    • Galv says:

      Sorry, that is a much more complex script and different to this one. You’ll need to find someone who can write it up for you. I recommend asking in a forum.

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