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> NEW! A Choose one of the actors, and load their face into a message., Persists even if you change faces.
Would you ever use this script?
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ubergeek
post Aug 24 2008, 12:30 PM
Post #1


Level 2
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Group: Member
Posts: 26
Type: Scripter
RM Skill: Skilled




When I fisrt started creating my game, I noticed an obvious hurdle: When you create a message, you have to select a specific face to apply to the message. My plan was for the main character to use a different sprite depending on the player's gender, but sadly, this isn't possible. So I set to work on creating an easy-to-use script that would solve my problem.


This is an improvment of the basic "Lead Member" script I posted a couple of days ago, and believe me, this one works a lot better.

How this works is, when you select a face for a message, eleven new options appear. One reads "Face_Lead" and the others read "Face1" Through "Face10." (If you have more than 10 actors, it can still work but requires some adjustment. Keep reading.)

If you select "Face_Lead," the message wil appear as if it was being spoken by the person in the front of your party. (Although this wil not show up in the preview, it will show up in the Playtest.)

If you select "Face x" for any number x, the face of actor id #x will appear instead.

To install, do the following:

1. Download CharacterFaceHandler.zip, an attachment, to the graphics folder of your game.

2. Extract the files from the zip folder.

2.5 If you have more than 10 actors, add additional files to the Graphics folder title titled "Face11", "Face12", etc.

3. Add the script above main. The script will be written out here and availible as an attachment.

#SCRIPT BEGIN
#==============================================================================
# ** Character Face Handler
#------------------------------------------------------------------------------
# This script allows you to select actors from a list while creating messages.
# It references $game interpreter.
#==============================================================================

class Game_Interpreter

#--------------------------------------------------------------------------
# * Show Text
#--------------------------------------------------------------------------
def command_101
unless $game_message.busy
$game_message.face_name = @params[0]
$game_message.face_index = @params[1]
$game_message.background = @params[2]
$game_message.position = @params[3]
if $game_message.face_name == "Face_Lead"
$game_message.face_name = $game_party.members[0].face_name
$game_message.face_index = $game_party.members[0].face_index
else
for i in 1..$data_actors.size-1
if $game_message.face_name == "Face" + i.to_s
$game_message.face_name = $data_actors[i].face_name
$game_message.face_index = $data_actors[i].face_index
end
end


end
@index += 1
while @list[@index].code == 401 # Text data
$game_message.texts.push(@list[@index].parameters[0])
@index += 1
end
if @list[@index].code == 102 # Show choices
setup_choices(@list[@index].parameters)
elsif @list[@index].code == 103 # Number input processing
setup_num_input(@list[@index].parameters)
end
set_message_waiting # Set to message wait state
end
return false
end

#SCRIPT END

I didn't use the CODEBOX tags because then the code doesn't copy and paste well (for me, at least.)

This post has been edited by ubergeek: Aug 24 2008, 12:32 PM
Attached File(s)
Attached File  CharacterFaceHandler.zip ( 1.04K ) Number of downloads: 197
Attached File  Character_Face_Handler.txt ( 1.79K ) Number of downloads: 138
 


__________________________
A list of my completed Scripts: (All VX)

Call an actor, add their face, even if changed: Character Face Handler

Select a party member and store it as a variable: Actor Selection Tool

Enable a "Quicksave" Feature: Quicksave

============================================

My current project:
Titan's Army
Story: 60%
Maps: 5%
Classes: 40%
Items: 5%
Scripts: 30%
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SojaBird
post Aug 24 2008, 01:03 PM
Post #2


Level 51
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Group: Revolutionary
Posts: 1,573
Type: Scripter
RM Skill: Advanced




Well ya did a great job.
I must say that this is a great way to let people use the script with the editor itself.
Keep on doing these nice things, it's realy good to changes the Game_Interpreter smile.gif
I think I'll plan to do some modifications to it as well since it's realy userfriendly.

Keep up the good work, SojaBird.


__________________________
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------------------------------------------------------------------

Random Stuff
OMG, it's Hab!!


This is a crazy drawing application! (by me)

How did I learned to script
QUOTE
Hey pim! I'm the Law G14!

For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.

Thanks in advance.


Hey there,

Well I don't make battle neither though I can still teach you some things :)...
The way I've learned to script is by reading other scripts for the most part.
I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!!
The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script.
You also need to feel the competition that's around in the scripting-community.
Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P
So that's an other thing...
You also don't need to be afraid to learn from others or helpfiles.
When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember.
Then, you must be calm, cause you need to try the script a lot of times.
When I write a script, I test it after almost every changes.
First I set up the major structure.
Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base
def initialize(x,y,width,height)
super(x,y,width,height)
refresh
end

def refresh
self.contents.clear
draw_contents
end

def draw_contents
draw_something(with, some, parameters)
end

def update
refresh if @something != @what_it_should_be
end
end
So that's also very important.
Then, the biggest thing I learned scripting from is TRIAL AND ERROR.
That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.

So that's it how I did it.
Now it's up to you.
Do some requests (if I didn't do it allready :P) and learn from them.

Hope that helped you out a little.
If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials.
Perhaps they're going to be usefull for you one day ;)


Greatzz,
SojaBird.
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maker2008
post Aug 24 2008, 04:04 PM
Post #3


Level 1
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Group: Member
Posts: 11
Type: Event Designer
RM Skill: Advanced




How to call the script?
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SojaBird
post Aug 24 2008, 10:47 PM
Post #4


Level 51
Group Icon

Group: Revolutionary
Posts: 1,573
Type: Scripter
RM Skill: Advanced




There is nog call script required.
All you have to do is put the empty picturefiles in the graphics/faces folder.
When you are creating messages, use the empty MainCharacter face for example...This way the first actors face is drawn at that messages.


__________________________
Art from the highest shelf?

Scriptology, scripting podcast



HUD's Request Lobby (multiple hud-scripts)


------------------------------------------------------------------

Random Stuff
OMG, it's Hab!!


This is a crazy drawing application! (by me)

How did I learned to script
QUOTE
Hey pim! I'm the Law G14!

For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.

Thanks in advance.


Hey there,

Well I don't make battle neither though I can still teach you some things :)...
The way I've learned to script is by reading other scripts for the most part.
I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!!
The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script.
You also need to feel the competition that's around in the scripting-community.
Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P
So that's an other thing...
You also don't need to be afraid to learn from others or helpfiles.
When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember.
Then, you must be calm, cause you need to try the script a lot of times.
When I write a script, I test it after almost every changes.
First I set up the major structure.
Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base
def initialize(x,y,width,height)
super(x,y,width,height)
refresh
end

def refresh
self.contents.clear
draw_contents
end

def draw_contents
draw_something(with, some, parameters)
end

def update
refresh if @something != @what_it_should_be
end
end
So that's also very important.
Then, the biggest thing I learned scripting from is TRIAL AND ERROR.
That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.

So that's it how I did it.
Now it's up to you.
Do some requests (if I didn't do it allready :P) and learn from them.

Hope that helped you out a little.
If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials.
Perhaps they're going to be usefull for you one day ;)


Greatzz,
SojaBird.
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ubergeek
post Aug 25 2008, 01:27 PM
Post #5


Level 2
Group Icon

Group: Member
Posts: 26
Type: Scripter
RM Skill: Skilled




Well, I'm glad I finally created a script that people like. Whenever I make a script, I think about different problems that people might face and ways to fix them. The script I'm working on right now let's you create one map for a building that appears in multiple places (such as a inn, or an equipment shop.)


__________________________
A list of my completed Scripts: (All VX)

Call an actor, add their face, even if changed: Character Face Handler

Select a party member and store it as a variable: Actor Selection Tool

Enable a "Quicksave" Feature: Quicksave

============================================

My current project:
Titan's Army
Story: 60%
Maps: 5%
Classes: 40%
Items: 5%
Scripts: 30%
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NanatsuYoru
post Jan 27 2009, 09:43 AM
Post #6


Level 2
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Group: Member
Posts: 21
Type: None
RM Skill: Beginner




QUOTE (ubergeek @ Aug 25 2008, 01:27 PM) *
Well, I'm glad I finally created a script that people like. Whenever I make a script, I think about different problems that people might face and ways to fix them. The script I'm working on right now let's you create one map for a building that appears in multiple places (such as a inn, or an equipment shop.)

I have a question with ur script...is there a way to use these kinds of faces on ur script? http://usui.moo.jp/graphics/rpg_sozai/actor/Actor19.png
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The Wizard 007
post Jan 27 2009, 10:24 AM
Post #7


Jack of all trades
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Group: Revolutionary
Posts: 118
Type: Developer
RM Skill: Skilled




Pretty good ubergeek. I will probably use this script but I don't really mind doing the faces individually. Your script saves some time however so it's helpful in making story oriented games with a lot of dialogue much faster to create. Anyway nice work, many people seem to neglect the usefulness of simple yet effective scripts. Keep it up. I am looking forward to the building script. That will save a buttload of time.


__________________________
Currently working on:

Underground Syndicate (mafioso/modern type RPG)
Mind Maze (old school dungeon crawler with a different feel)
Dragon Adventure (Dragon Quest type fangame with more customization)
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Ninja Commander
post Feb 3 2009, 11:43 PM
Post #8


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Group: Member
Posts: 10
Type: Developer
RM Skill: Skilled




This script, or at least the concept, is great. I seem to be having trouble getting it to work, however, despite the fact that I was certain I followed your directions exactly...

...maybe I'm an idiot...

It's supposed to change the options you're given for the face when you create a text-box in an event, right?

This post has been edited by Ninja Commander: Feb 3 2009, 11:44 PM


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blasterfx5
post Jul 15 2010, 08:49 PM
Post #9



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Posts: 3
Type: None
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Gah! I put that script above main, important thoes folders into characters or whatever in the graphics folder. but when i try to use a text box it
says failed to create bitmap! but this script would go so perfect.. i want to design different versions of the character, and different genders too! it would be soo cool.
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yuzippy
post Jul 16 2010, 08:37 AM
Post #10


I need sustenance!
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Group: Revolutionary
Posts: 181
Type: Developer
RM Skill: Skilled




Well, I like it, but personally, I would prefer switched. That is just me, though. I like having everything laid out. Keep up the good work thumbsup.gif


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silvershadic
post Jul 21 2010, 10:23 PM
Post #11


Bringer of fried chicken
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Group: Revolutionary
Posts: 107
Type: Developer
RM Skill: Intermediate




This can be done with switches in events.
Make your event.
Switch 005 [BOY] is on, then you put the text with the male faces.
Switch 006 [GIRL] is on, then you edit the one from boy, replacing the male face with the female face.
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Diskettesa
post Jul 27 2010, 01:41 PM
Post #12


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Group: Member
Posts: 10
Type: None
RM Skill: Beginner




It gives me an error when I put it in. Perhaps I'm doing it wrong? :/
I put it above main and then it gives me an error about the last line. "end". ?

This post has been edited by Diskettesa: Jul 27 2010, 02:51 PM
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Templayer
post May 22 2011, 08:17 AM
Post #13



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Posts: 2
Type: Developer
RM Skill: Beginner




The scripts doesn't work for me.

I'm probably stupid but ...

I've putted it above main (in materials) - copypasted from the .txt file

Then I putted the images into graphics folder and also in the graphics/faces folder.

When I run the game, the game crashes instantly with error - Syntax error at line 45 in Character_faces script

Should I name the script in some other way? Anyway the line 45 is Return false

I NEED THIS SCRIPT BADLY, PLEASE RESPOND !! :<
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Kread-EX
post May 22 2011, 08:32 AM
Post #14


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Just add another "end" at the very last line of the script.


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My blog.

Click here for my e-peen


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Templayer
post May 22 2011, 11:42 AM
Post #15



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QUOTE (Kread-EX @ May 22 2011, 05:32 PM) *
Just add another "end" at the very last line of the script.


THANK YOU SO MUCH Kread-EX !!

I really suck at programming.
Anyway, I was able to make a full character creation (using many, many , many event pages) which has Race choosing (also changes statistics), gender choosing, portrait and visual choosing (depends on choosed race and gender, its somewhere around 60 character now) - alot of races anyway, changing dual wielding weapons, classes, attributes and skills. Working on skills (permanent and active) and equipment (i have a set of thousands icons, so not a problem biggrin.gif ), then moods.

The reason I wanted this is the dialogues will have a lot of IF constructions (mostly mood, then class based and some race or gender based) with the characters ! YOU MADE MY DREAM COME TRUE !!

If you want videos of this, send me a PM (so i know you are interested in watching 20 minutes of footage on only character creation, LOL) and I send you the youtube videos.

Anyway ..... THANKS THANKS THANKS THANKS THANKS THANKS THANKS THANKS THANKS THANKS
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joseanjim
post Jun 6 2011, 07:22 PM
Post #16



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TY so much ubergeek! I really need that script.... Now I can continue my project! biggrin.gif
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