Galv’s Quick Weapon Swap V.1.4

Demo – Version 1.4 >

#-------------------------------------------------------------------------------
#  Galv's Quick Weapon Swap
#-------------------------------------------------------------------------------
#  For: RPGMAKER VX ACE
#  Version 1.4
#  Requested by mary674
#------------------------------------------------------------------------------#
#  2013-04-10 - Version 1.4 - made compatible with explorer's hud script
#                           - (make sure this is below it in the script list)
#  2013-02-25 - Version 1.3 - fixed menu crash
#  2013-02-25 - Version 1.2 - compatability with my pop up script
#  2013-02-25 - Version 1.1 - save bug error fixed
#  2013-02-24 - Version 1.0 - release
#------------------------------------------------------------------------------#
#  Changes the party leader's weapons (or equipment) by pressing a button on the
#  map (default keyboard Q and W (L and R)). It cycles through all weapons the
#  actor can equip and pops up text with which weapon was equipped.
#------------------------------------------------------------------------------#
 
($imported ||= {})["Galv_Quick_Weapon_Swap"] = true
module Galv_Qswap
 
#------------------------------------------------------------------------------#
#  SETUP OPTIONS
#------------------------------------------------------------------------------#
 
  BTN_LEFT = :L       # Buttons to cycle equipment (:L and :R are Q and W keys)
  BTN_RIGHT = :R
 
  DISABLE_SWITCH = 1  # Turn swith ON to disable this.
 
  EQUIP_NONE = true   # true - can equip nothing. false - cannot equip nothing
 
  NO_EQUIP_TXT = "Nothing Equipped"  # Text displayed if you equip nothing
  EQUIP_TXT = " Equipped"            # Text displayed after weapon name
 
  SE = ["Equip1",100,100]       # "SE_Name",volume,pitch when swapping
  Y_OFFSET = -50                # Y offset for popup text
 
  DRAW_ICON = true              # Draws icon with equipped weapon
 
#------------------------------------------------------------------------------#
#  END SETUP OPTIONS
#------------------------------------------------------------------------------#
 
end
 
class Game_Player < Game_Character
  alias galv_quick_weapon_gp_update update
  def update
    quick_change_equip if !$game_map.interpreter.running?
    update_popup if @popsprite
    galv_quick_weapon_gp_update
  end
 
  def quick_change_equip
    return if $game_switches[Galv_Qswap::DISABLE_SWITCH]
    if Input.trigger?(Galv_Qswap::BTN_LEFT)
      weapon_list = get_equip_array
      e_id = !actor.equips[0].nil? ? actor.equips[0].id : 0
 
      eq_list = weapon_list.select { |w| w.id < e_id }
      if eq_list.empty? && e_id != 0 && Galv_Qswap::EQUIP_NONE
        do_quick_equip(nil)
      elsif eq_list.empty?
        do_quick_equip(weapon_list.reverse[0])
      else
        do_quick_equip(eq_list.reverse[0])
      end
    elsif Input.trigger?(Galv_Qswap::BTN_RIGHT)
      weapon_list = get_equip_array
      e_id = !actor.equips[0].nil? ? actor.equips[0].id : 0
 
      eq_list = weapon_list.select { |w| w.id > e_id }
      if eq_list.empty? && e_id != 0 && Galv_Qswap::EQUIP_NONE
        do_quick_equip(nil)
      elsif eq_list.empty?
        do_quick_equip(weapon_list[0])
      else
        do_quick_equip(eq_list[0])
      end
    end
  end
 
  def get_equip_array
    @quick_swap = $game_party.all_items.select { |item|
      actor.equippable?(item) && item.is_a?(RPG::Weapon) &&
      !actors_equip?(item) }
  end
 
  def do_quick_equip(item)
    actor.change_equip(0, item)
    RPG::SE.new(Galv_Qswap::SE[0],Galv_Qswap::SE[1],Galv_Qswap::SE[2]).play
    popup(item)
  end
 
  def actors_equip?(item)
    return nil if actor.equips[0].nil?
    actor.equips[0].id == item.id
  end
 
  def update_popup
    @popsprite.update
  end
 
  def dispose_popup
    @popsprite.dispose if @popsprite
    @popsprite = nil
  end
 
  def popup(name)
    @popsprite.dispose if @popsprite
    @popsprite = Sprite_QPopText.new(@viewport1,$game_player,name)
  end
end # Game_Player < Game_Character
 
class Scene_Map < Scene_Base
  alias galv_quick_weapon_sm_dispose_spriteset dispose_spriteset
  def dispose_spriteset
    galv_quick_weapon_sm_dispose_spriteset
    $game_player.dispose_popup
  end
end # Scene_Map < Scene_Base
 
class Sprite_QPopText < Sprite
  def initialize(viewport,character,item)
    super(viewport)
    @character = character
    @item = item
    @rise = 0
    create_bitmap
    update
  end
 
  def dispose
    self.bitmap.dispose
    if @icon_sprite
      @icon_sprite.bitmap.dispose
      @icon_sprite.dispose
    end
    super
  end
 
  def create_bitmap
    if @item && Galv_Qswap::DRAW_ICON
      @icon_sprite = Sprite.new
      @icon_sprite.bitmap = Cache.system("Iconset")
    end
    self.bitmap = Bitmap.new(200, 20)
    self.bitmap.font.size = 20
    self.bitmap.font.color.set(255, 255, 255)
    self.z = 2
  end
 
  def update
    super
    update_position
    update_bitmap
    update_visibility
    update_icon if @icon_sprite && Galv_Qswap::DRAW_ICON
    end_popup
  end
 
  def end_popup
    return $game_player.dispose_popup if @rise >= 80
  end
 
  def name_text
    if @item
      return @item.name + Galv_Qswap::EQUIP_TXT
    else
      return Galv_Qswap::NO_EQUIP_TXT
    end
  end
 
  def update_bitmap
    @rise += 1
    self.bitmap.clear
    self.bitmap.draw_text(self.bitmap.rect, name_text, 1)
    self.draw_icon(@item.icon_index) if @item && Galv_Qswap::DRAW_ICON
  end
 
  def draw_icon(icon_index)
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    @icon_sprite.src_rect = rect
    @icon = icon_index
  end
 
  def update_position
    self.x = @character.screen_x - 100
    self.y = @character.screen_y + Galv_Qswap::Y_OFFSET - @rise * 0.5
  end
 
  def update_icon
    @icon_sprite.x = @character.screen_x - name_text.length * 4 - 26
    @icon_sprite.y = self.y - 2
    @icon_sprite.opacity = self.opacity
  end
 
  def update_visibility
    self.opacity = 390 - @rise * 7
  end
end # Sprite_PopText < Sprite
 
if $imported["Galv_Explorers_Hud"]
class Scene_Map < Scene_Base
  attr_accessor :galv_hud
end
class Game_Player < Game_Character
  alias galv_quick_weapon_gp_hud_patch_quick_change_equip quick_change_equip
  def quick_change_equip
    galv_quick_weapon_gp_hud_patch_quick_change_equip
    SceneManager.scene.galv_hud.refresh_windows
  end
end
end

4 thoughts on “Galv’s Quick Weapon Swap V.1.4

  1. Bunni89 says:

    Just wondering, is there any way you could make a version of this which cycles through variables instead? i think this script idea is really awesome and could be used flexibly for all sorts of ideas! The one I had in mind is simply to make the buttons increase/decrease a variable between several values, leaving it open for the game creator to add whatever events they want.
    If I had something like this in my game I think it’d be good for an advanced interaction system. The different variable values would correspond to interaction modes and NPCs around the map would have different events depending on which one you have selected when you talk to them. For example perhaps you could have a simple talk/attack/pickpocket kind of interface for a thief character. Or in a game that’s more about adventure/mystery, maybe you collect keywords as you go along and they get mapped to these variables, then you can bring up different subjects of conversation!
    That’d require the ability to disable certain variables and change them on the fly via script calls though. Like… say you start with just “Talk”, so your only option is value 0. Then you gain the topic “The King’s Health” so now you can toggle between values 0 and 1. But say you go gain a conversation topic that isn’t the next one in the order- that means the script would need to have functionality to toggle between 0, 1 and 4 while missing out 2 and 3…
    Er… hope I explained my idea well XD Sorry for the big silly post but this script just inspired me a lot! I’m a bit of an events fiend and I could create so many gameplay ideas just from this framework.. wowww… *sparkly anime eyes*

    For now I guess I can still pull some of this stuff off in non-combat games where I could just replace the weapon items with commands/conversation topics/etc. Thanks so much for the awesome script!! :D

    • Galv says:

      That’s a really cool idea! Might make it a separate script. Although still very busy for a while so don’t know when I can get back to scripting :)

  2. Hey there, I’ve got a big problem. After a certain point in my game, this script stops working. This really sucks, because I need it for my game to work. Thanks to anybody if they can help.

    • Galv says:

      I am guessing you turned on the disable switch.

      In the settings you specify a switch:
      DISABLE_SWITCH = 1 # Turn swith ON to disable this.

      When you use “control switches” event command to turn on the switch number specified, it disables the script.

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