Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

70 Pages V  « < 2 3 4 5 6 > »   
Reply to this topicStart new topic
> Submission: Blue Magic, by Prexus
dmoose
post Feb 16 2008, 01:23 AM
Post #61


Level 6
Group Icon

Group: Member
Posts: 85
Type: Developer
RM Skill: Undisclosed




QUOTE (KiteDXX @ Feb 15 2008, 07:19 PM) *
You don't have the priorities in the tileset configured, I'm betting.

Look at the tileset you're using in the Database (F9), and look for the "Priority" button. Set the higher levels of the tree to higher numbers, and your character will appear "behind" the tree like they should. See the priorities of default tilesets for a better example of how they should be configured.


I have my priorities set the same way it is in the demo and still nothing is happening


__________________________


Go to the top of the page
 
+Quote Post
   
Zeriab
post Feb 16 2008, 06:14 AM
Post #62


Level 12
Group Icon

Group: Revolutionary
Posts: 196
Type: Event Designer
RM Skill: Skilled




I just found out that this system works amazingly well on RMVX. All that is needed is to change the fixed widths 640 and 480 to Graphics.width and Graphics.height.
So here is an update with a RMVX version:

The dialog framework:
CODE
#==============================================================================
# ** Dialog system - RMVX
#------------------------------------------------------------------------------
# Zeriab
# Version 1.0
# 2008-02-16 (Year-Month-Day)
#------------------------------------------------------------------------------
# * Description :
#
#   A small framework like script for dialogs
#------------------------------------------------------------------------------
# * License :
#
#   Copyright (C) 2008  Zeriab
#
#   This program is free software: you can redistribute it and/or modify
#   it under the terms of the GNU Lesser Public License as published by
#   the Free Software Foundation, either version 3 of the License, or
#   (at your option) any later version.
#
#   This program is distributed in the hope that it will be useful,
#   but WITHOUT ANY WARRANTY; without even the implied warranty of
#   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#   GNU Lesser Public License for more details.
#
#   For the full license see <http://www.gnu.org/licenses/>
#   The GNU General Public License: http://www.gnu.org/licenses/gpl.txt
#   The GNU Lesser General Public License: http://www.gnu.org/licenses/lgpl.txt
#------------------------------------------------------------------------------
# * Instructions :
#
#   You can place this script pretty much anyway you like.
#   Place it above any other Dialogs you might be using.
#   Increase the STARTING_Z_VALUE if you have trouble with the dialog not
#   on top.
#==============================================================================
class Dialog
  STARTING_Z_VALUE = 1500 # Default value is 1500
  attr_accessor :value
  attr_writer :marked_to_close
  #--------------------------------------------------------------------------
  # * Getter with 'false' as default value
  #--------------------------------------------------------------------------
  def marked_to_close
    @marked_to_close = false  if @marked_to_close.nil?
    return @marked_to_close
  end
  #--------------------------------------------------------------------------
  # * Mark the dialog to close
  #--------------------------------------------------------------------------
  def mark_to_close
    self.marked_to_close = true
  end
  #--------------------------------------------------------------------------
  # * Show the dialog
  #   Returns the value from the dialog
  #--------------------------------------------------------------------------
  def self.show(*args, &block)
    dialog = self.new(*args, &block)
    dialog.marked_to_close = false
    return dialog.main
  end
  #--------------------------------------------------------------------------
  # * Initialization
  #--------------------------------------------------------------------------
  def initialize(*args, &block)
    # For subclasses to overwrite
  end
  #--------------------------------------------------------------------------
  # * Main processing
  #--------------------------------------------------------------------------
  def main
    # Create the dimmed background
    create_background
    # Create Windows
    main_window
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if the dialog should close
      if marked_to_close
        break
      end
    end
    # Dispose of windows
    main_dispose
    # Dispose of background
    dispose_background
    # Update input information
    Input.update
    # Returns the acquired value
    return self.value
  end
  #--------------------------------------------------------------------------
  # * Create the dimmed background
  #--------------------------------------------------------------------------
  def create_background
    bitmap = Bitmap.new(Graphics.width,Graphics.height)
    bitmap.fill_rect(0,0,Graphics.width,Graphics.height,Color.new(0,0,0,128))
    @background_sprite = Sprite.new
    @background_sprite.z = STARTING_Z_VALUE
    @background_sprite.bitmap = bitmap
  end
  #--------------------------------------------------------------------------
  # * Create the windows
  #--------------------------------------------------------------------------
  def main_window
    # For the subclasses to override
    # Remember to set their z.value to at least STARTING_Z_VALUE + 1
  end
  #--------------------------------------------------------------------------
  # * Dispose the background
  #--------------------------------------------------------------------------
  def dispose_background
    @background_sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Dispose the windows
  #--------------------------------------------------------------------------
  def main_dispose
    # For the subclasses to override
    # Dispose your windows here
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # For the subclasses to override
    if Input.trigger?(Input::B)
      mark_to_close
    end
  end
end


A simple Yes/No Dialog: (as an example)
CODE
#============================================================================
# * A Simple Yes/No dialog (RMVX)
#============================================================================
class Dialog_YesNo < Dialog
  # self.value: false = No, true = Yes
  
  #--------------------------------------------------------------------------
  # * A show method
  #--------------------------------------------------------------------------
  def initialize(default_value = false, text = nil)
    # Sets the default value
    self.value = default_value
    @text = text
    # Sets the menu index
    if default_value
      @menu_index = 0
    else
      @menu_index = 1
    end
  end
  #--------------------------------------------------------------------------
  # * Create the windows
  #--------------------------------------------------------------------------
  def main_window
    @disposables = []
    
    # The command window
    @command_window = Window_Command.new(80, ['Yes', 'No'])
    @command_window.index = @menu_index
    @command_window.x = (Graphics.width - @command_window.width) / 2
    @command_window.y = (Graphics.height - @command_window.height) / 2
    @command_window.z = STARTING_Z_VALUE + 1
    @disposables << @command_window
    
    # The text window
    if @text.is_a?(String)
      @text_window = Window_Help.new
      @text_window.set_text(@text, 1)
      @text_window.z = STARTING_Z_VALUE + 1
      @disposables << @text_window
    end
  end
  #--------------------------------------------------------------------------
  # * Dispose the windows
  #--------------------------------------------------------------------------
  def main_dispose
    @disposables.each {|element| element.dispose}
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    @command_window.update
    if Input.trigger?(Input::B)
      mark_to_close
      self.value = false
    end
    if Input.trigger?(Input::C)
      if @command_window.index == 0
        self.value = true
      else
        self.value = false
      end
      mark_to_close
    end
  end
end


An as an actual use here is a code if you want a confirmation dialog when attempting to overwrite an existing save:
CODE
class Scene_File < Scene_Base
  alias scene_file_dialog_determine_savefile determine_savefile
  #--------------------------------------------------------------------------
  # * Determine savefile
  #--------------------------------------------------------------------------
  def determine_savefile
    if @saving && @savefile_windows[@index].file_exist
      var = Dialog_YesNo.show(false, 'Do you want to overwrite' +
                                     ' the old savegame?')
      unless var
        Sound.play_buzzer
        return
      end
    end
    scene_file_dialog_determine_savefile
  end
end

I have tried to give dialogs the feeling of scenes in RMXP
When you create a dialog you will in most cases only have to overwrite 3-4 methods:

main_window
You should create the windows you are going to use in this method.
Please set the .z-values of the windows to at least STARTING_Z_VALUE + 1
This is what you put before the main loop when creating a normal scene.
You can consider it pretty much equivalent to the main_window method in the SDK. (RMXP)
Does nothing by default

main_dispose
Dispose of the windows you have created here and do any other clean up you find necessary.
Does nothing by default

update
The update method is pretty much equivalent to the update method in a normal scene.
Exits the scene when you press the B-button by default.

You end the dialog by calling the mark_to_close method. It will then exit just like if you normally change the scene.
Remember to set the value that will be returned. By default is nil returned.
Use self.value = ... to set the value. This value will not be frozen after you use the mark_to_close method, which means that you can change the value after you use that method if it happens later in the update method.

I am certain that I have messed something up or forgotten to tell something important. Please do tell if you run into any problems

This post has been edited by Zeriab: Feb 19 2008, 12:53 PM


__________________________
Go to the top of the page
 
+Quote Post
   
THEGUY
post Feb 16 2008, 10:26 AM
Post #63


Level 1
Group Icon

Group: Member
Posts: 13
Type: Event Designer
RM Skill: Beginner




Nicely done. Quite impressive actually to make auto tiles work.
Go to the top of the page
 
+Quote Post
   
dmoose
post Feb 16 2008, 11:53 AM
Post #64


Level 6
Group Icon

Group: Member
Posts: 85
Type: Developer
RM Skill: Undisclosed




NVM, I got it to work, I forgot to set the Terrain Tags, didn't know about that. But my autotiles like water for example is not moving. I have "A' in the script for the map so is there anyreason why its not working?


__________________________


Go to the top of the page
 
+Quote Post
   
Xyster
post Feb 16 2008, 01:05 PM
Post #65


Level 10
Group Icon

Group: Revolutionary
Posts: 150
Type: Developer
RM Skill: Undisclosed




Very interesting. Hard to use in caves though...trying to figure out what to flag. But amazing. Thanks alot Ccoa

QUOTE (dmoose @ Feb 16 2008, 12:30 AM) *
QUOTE (KiteDXX @ Feb 15 2008, 07:19 PM) *
You don't have the priorities in the tileset configured, I'm betting.

Look at the tileset you're using in the Database (F9), and look for the "Priority" button. Set the higher levels of the tree to higher numbers, and your character will appear "behind" the tree like they should. See the priorities of default tilesets for a better example of how they should be configured.


I have my priorities set the same way it is in the demo and still nothing is happening

Did you change the terrain tag to 1 or 2? You might want to check that.


__________________________
Go to the top of the page
 
+Quote Post
   
dmoose
post Feb 16 2008, 01:50 PM
Post #66


Level 6
Group Icon

Group: Member
Posts: 85
Type: Developer
RM Skill: Undisclosed




QUOTE (Xyster @ Feb 16 2008, 12:12 PM) *
Very interesting. Hard to use in caves though...trying to figure out what to flag. But amazing. Thanks alot Ccoa

QUOTE (dmoose @ Feb 16 2008, 12:30 AM) *
QUOTE (KiteDXX @ Feb 15 2008, 07:19 PM) *
You don't have the priorities in the tileset configured, I'm betting.

Look at the tileset you're using in the Database (F9), and look for the "Priority" button. Set the higher levels of the tree to higher numbers, and your character will appear "behind" the tree like they should. See the priorities of default tilesets for a better example of how they should be configured.


I have my priorities set the same way it is in the demo and still nothing is happening

Did you change the terrain tag to 1 or 2? You might want to check that.


When i try that the autotiles for the water pops up and looks like wall. it doesn't stay flat on the ground.


__________________________


Go to the top of the page
 
+Quote Post
   
Nechi
post Feb 16 2008, 05:10 PM
Post #67


Certamen Promus
Group Icon

Group: Revolutionary
Posts: 117
Type: None
RM Skill: Beginner




Add this before Main Script:

CODE
#==============================================================================
#  Show Face on Message window with Emoticon option
#------------------------------------------------------------------------------
# By Nechigawara Sanzenin
# Orginal Show Face in Message Window from http://www.rpgrevolution.com/
# WARNING!! : This script can use on RPG Maker XP Only!! (VX Not Support)
#==============================================================================
=begin

How to Use Show Face Option:
Add "\f[FaceName]" To text in message control
FaceName must be the filename of a graphic file found in the directory
"Graphics\Pictures" of your RPG Maker XP project.
The file must be a PNG of 96X96 pixels.
You do not need to write the file extention.

How to Use Emoticon Option:
Add "\E[Number Of Emoticon]" To text in message control
The Emoticon Picture is in "Graphics\Picture".
when the line number of emoticonset is 1 , Number of Emoticon is 1.
when the line number of emoticonset is 2 , Number of Emoticon is 2.
Max of Number of Emoticon is 10.
You can set Emoticon's Picture Name at EMO_NAME.
You can set Emoticon's Position at EMO_X and EMO_y.
You can set frame rate at BALLOON_WAIT.
if the message window don't have face,Noting happen.

=end
#==============================================================================
class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  BALLOON_WAIT = 12
  EMO_NAME = "Balloon"
  EMO_X = 93
  EMO_Y = 15
  #--------------------------------------------------------------------------
  alias inc_initialize initialize
  def initialize
    inc_initialize
    @viewport = Viewport.new(0, 0, 544, 416)
    @viewport.z = z + 50
    @balloon_face = 0
    create_balloon
    @pic_show = false
  end
  #--------------------------------------------------------------------------
  def dispose
    terminate_message
    $game_temp.message_window_showing = false
    if @input_number_window != nil
      @input_number_window.dispose
    end
    dispose_balloon
    @viewport.dispose
    super
  end
  #--------------------------------------------------------------------------
  alias inc_terminate_message terminate_message
  def terminate_message
    inc_terminate_message
    @balloon_sprite.visible = false
    @pic_show = false
  end
  #--------------------------------------------------------------------------
def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    x = y = 0
    @cursor_width = 0
    # If the choices indentation is done
    if $game_temp.choice_start == 0
      x = 8
    end
    # When there is a message of the waiting of indication
    if $game_temp.message_text != nil
      text = $game_temp.message_text
      # check face graphic
      if (/\A\\[Ff]\[(.+?)\]/.match(text))!=nil then
       @face_file = $1 + ".png"
        if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
          self.contents.blt(0, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
          @pic_show = true
        end
        text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
      end
      # Control character processing
      begin
        last_text = text.clone
        text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
      end until text == last_text
      text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
      end
      # For convenience,"\\\\" convert to "\000"
      text.gsub!(/\\\\/) { "\000" }
      # "\\C" convert to "\001", "\\G" convert to "\002"
      text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      text.gsub!(/\\[Gg]/) { "\002" }
      text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\003[#{$1}]" }
      text.gsub!(/\\[Tt]\[([0-9]+)\]/) { "\004[#{$1}]" }
      text.gsub!(/\\[Zz]\[([0-9]+)\]/) { "\005[#{$1}]" }
      text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\006[#{$1}]" }
      # Until acquisition (letter becomes not be able to acquire 1 letter in c, the loop)
      phrase = ""
      while ((c = text.slice!(/./m)) != nil)
        # \\ = Show letter " \ "
        if c == "\000"
          # You reset to original letter
          c = "\\"
        end
        # \C = Change text color
        if c == "\001"
          # Modifying letter color
          text.sub!(/\[([0-9]+)\]/, "")
          color = $1.to_i
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
          # To the following letter
          next
        end
        # \G = Show window gold
        if c == "\002"
          nowwidth = self.contents.text_size(phrase).width
          self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase)
          x += nowwidth
          phrase = ""
          # Drawing up the Gold window dough
          if @gold_window == nil
            @gold_window = Window_Gold.new
            @gold_window.x = 560 - @gold_window.width
            if $game_temp.in_battle
              @gold_window.y = 192
            else
              @gold_window.y = self.y >= 128 ? 32 : 384
            end
            @gold_window.opacity = self.opacity
            @gold_window.back_opacity = self.back_opacity
          end
          # To the following letter
          next
        end
        # \F Change Font Face
        if c == "\003"
           text.sub!(/\[([0-9]+)\]/, "")
           fontface = $1.to_i
          case fontface
            when 1
              self.contents.font.name = "AngsanaUPC"
            when 2
              self.contents.font.name = "BrowalliaUPC"
            when 3
              self.contents.font.name = "CordiaUPC"
            when 4
              self.contents.font.name = "DilleniaUPC"
            when 5
              self.contents.font.name = "EucrosiaUPC"
            when 6
              self.contents.font.name = "FreesiaUPC"
            when 7
              self.contents.font.name = "IrisUPC"
            when 8
              self.contents.font.name = "JasmineUPC"
            when 9
              self.contents.font.name = "KodchiangUPC"
            when 10
              self.contents.font.name = "LilyUPC"
            when 11
              self.contents.font.name = "Microsoft Sans Serif"
            when 12
              self.contents.font.name = "Tahoma"
            else
              self.contents.font.name = $fontface
            end
            # To the following letter
          next
        end
        # \T Change Font Type
        if c == "\004"
          text.sub!(/\[([0-9]+)\]/, "")
          fonttype = $1.to_i
          case fonttype
            when 1
              self.contents.font.bold = true
              self.contents.font.italic = false
            when 2
              self.contents.font.bold = false
              self.contents.font.italic = true
            when 3
              self.contents.font.bold = true
              self.contents.font.italic = true
            else
              self.contents.font.bold = false
              self.contents.font.italic = false
            end
            # To the following letter
          next
        end
        # \Z Change Font Size
        if c == "\005"
         text.sub!(/\[([0-9]+)\]/, "")
         self.contents.font.size = [[$1.to_i, 12].max, 50].min
         c = ""
         next
       end
       # show emoticon
       if c == "\006"
         text.sub!(/\[([0-9]+)\]/, "")
          if @pic_show == true
            @balloon_face = $1.to_i
            refresh_balloon
          end
          c = ""
          next
       end
        # In case of line feed character
        if c == "\n"
          nowwidth = self.contents.text_size(phrase).width
          if @pic_show == true
            self.contents.draw_text (120 + x, 32 * y, nowwidth, 32, phrase)
          else
            self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase)
          end
          x += nowwidth
          phrase = ""
          # If the choices renewing the width of cursor
          if y >= $game_temp.choice_start
            @cursor_width = [@cursor_width, x].max
          end
          # y Adding 1
          y += 1
          x = 0
          # If the choices indentation is done
          if y >= $game_temp.choice_start
            x = 8
          end
          # To the following letter
          next
        end
        # Drawing letter
        # Adding the width of the letter which is drawn in x
        phrase.concat (c)
      end
      if phrase != ""
        nowwidth = self.contents.text_size(phrase).width
        if @pic_show == true
          self.contents.draw_text (120 + x, 32 * y, nowwidth, 32, phrase)
        else
           self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase)
         end
        x += nowwidth
        phrase = ""
        end
    end
    # In case of choices
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active = true
      self.index = 0
    end
    # In case of numerical input
    if $game_temp.num_input_variable_id > 0
      digits_max = $game_temp.num_input_digits_max
      number = $game_variables[$game_temp.num_input_variable_id]
      @input_number_window = Window_InputNumber.new(digits_max)
      @input_number_window.number = number
      @input_number_window.x = self.x + 8
      @input_number_window.y = self.y + $game_temp.num_input_start * 32
    end
  end
  #--------------------------------------------------------------------------
  def update
    super
    # In case of fading in
    update_balloon
    if @fade_in
      self.contents_opacity += 24
      if @input_number_window != nil
        @input_number_window.contents_opacity += 24
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
      return
    end
    # When it is in the midst of numerical inputting
    if @input_number_window != nil
      @input_number_window.update
      # Decision
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        # Releasing the numerical input window
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    # When it is in the midst of message indicating
    if @contents_showing
      # If it is not in the midst of indicating the choices, indicating pause sign
      if $game_temp.choice_max == 0
        self.pause = true
      end
      # Cancellation
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
      # Decision
      if Input.trigger?(Input::C)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    # While fading out when there is a message or choices of the waiting of indication at other than
    if @fade_out == false and $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      reset_window
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if @input_number_window != nil
        @input_number_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    # There is no message which it should indicate, but when the window is visible state
    if self.visible
      @fade_out = true
      self.opacity -= 48
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  def create_balloon
    dispose_balloon
    @balloon_duration = 8 * 8 + BALLOON_WAIT
    @balloon_sprite = ::Sprite.new(@viewport)
    @balloon_sprite.bitmap = RPG::Cache.picture(EMO_NAME)
    @balloon_sprite.ox = 16
    @balloon_sprite.oy = 32
    @balloon_sprite.visible = false
    update_balloon
  end
  #--------------------------------------------------------------------------
  def refresh_balloon
    if @balloon_face == 0 or @balloon_face > 10
      @balloon_sprite.visible = false
    else
      @balloon_sprite.visible = true
    end
    update_balloon
  end
  #--------------------------------------------------------------------------
  def update_balloon
    if @balloon_duration > 0
      @balloon_duration -= 1
      if @balloon_duration == 0
        @balloon_duration = 8 * 8 + BALLOON_WAIT
        @balloon_duration -= 1
      else
        @balloon_sprite.x = x + EMO_X
        @balloon_sprite.y = y + EMO_Y
        @balloon_sprite.z = z + 50
        if @balloon_duration < BALLOON_WAIT
          sx = 7 * 32
        else
          sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32
        end
        sy = (@balloon_face - 1) * 32
        @balloon_sprite.src_rect.set(sx, sy, 32, 32)
      end
    end
  end
  #--------------------------------------------------------------------------
  def dispose_balloon
    if @balloon_sprite != nil
      @balloon_sprite.dispose
      @balloon_sprite = nil
    end
  end
end


How to Use Show Face Option:
Add "\f[FaceName]" To text in message control
FaceName must be the filename of a graphic file found in the directory
"Graphics\Pictures" of your RPG Maker XP project.
The file must be a PNG of 96X96 pixels.
You do not need to write the file extention.

How to Use Emoticon Option:
Add "\E[Number Of Emoticon]" To text in message control
The Emoticon Picture is in "Graphics\Picture".
when the line number of emoticonset is 1 , Number of Emoticon is 1.
when the line number of emoticonset is 2 , Number of Emoticon is 2.
Max of Number of Emoticon is 10.
You can set Emoticon's Picture Name at EMO_NAME.
You can set Emoticon's Position at EMO_X and EMO_y.
You can set frame rate at BALLOON_WAIT.
if the message window don't have face,Noting happen.

Example of Emoticon Picture


Demo : http://www.mediafire.com/?cu2txunnny2

Screen Shot :


This post has been edited by Nechi: Feb 16 2008, 05:12 PM


__________________________


Now, I 'm very busy.I'm work hard in the university. If you send me PM, sorry that I can't answer them at the moment.
Go to the top of the page
 
+Quote Post
   
Nechi
post Feb 16 2008, 05:15 PM
Post #68


Certamen Promus
Group Icon

Group: Revolutionary
Posts: 117
Type: None
RM Skill: Beginner




Add this before Main Script:

Attached File  script.txt ( 31.78K ) Number of downloads: 170


How to Use Show Face Option:
Add "\f[FaceName]" To text in message control
FaceName must be the filename of a graphic file found in the directory
"Graphics\Pictures" of your RPG Maker XP project.
The file must be a PNG of 96X96 pixels.
You do not need to write the file extention.

How to Use Emoticon Option:
Add "\E[Number Of Emoticon]" To text in message control
The Emoticon Picture is in "Graphics\Picture".
when the line number of emoticonset is 1 , Number of Emoticon is 1.
when the line number of emoticonset is 2 , Number of Emoticon is 2.
Max of Number of Emoticon is 10.
You can set Emoticon's Picture Name at EMO_NAME.
You can set Emoticon's Position at EMO_X and EMO_y.
You can set frame rate at BALLOON_WAIT.
if the message window don't have face,Noting happen.

Example of Emoticon Picture


Demo : http://www.mediafire.com/?5nfxydlbjem

Screen Shot :


Credit : Dubealex
Original Script : http://www.creationasylum.net/index.php?showtopic=590

This post has been edited by Nechi: Feb 16 2008, 05:16 PM


__________________________


Now, I 'm very busy.I'm work hard in the university. If you send me PM, sorry that I can't answer them at the moment.
Go to the top of the page
 
+Quote Post
   
Dang_Khoa
post Feb 17 2008, 06:18 AM
Post #69


Level 1
Group Icon

Group: Member
Posts: 7
Type: None
RM Skill: Undisclosed




It only work when it is layer 3, and terrain tag isn't 1 or 2, try this (^^)
Go to the top of the page
 
+Quote Post
   
Tamashii7
post Feb 17 2008, 01:00 PM
Post #70


Level 5
Group Icon

Group: Member
Posts: 71
Type: Writer
RM Skill: Advanced




What does "Script is hanging" mean?
Go to the top of the page
 
+Quote Post
   
Blaik
post Feb 17 2008, 01:35 PM
Post #71



Group Icon

Group: Member
Posts: 2
Type: Event Designer
RM Skill: Advanced




How do i put things on the third layer, like a window on a house?
it doesnt show up, but comes up behind it sad.gif
Go to the top of the page
 
+Quote Post
   
Tamashii7
post Feb 17 2008, 01:39 PM
Post #72


Level 5
Group Icon

Group: Member
Posts: 71
Type: Writer
RM Skill: Advanced




Man, this is hard setting it all up so that peices of it don't break off. I'm having a hard time getting fences to work into the map.
Go to the top of the page
 
+Quote Post
   
BBBBIC
post Feb 17 2008, 07:02 PM
Post #73


Head please.
Group Icon

Group: Revolutionary
Posts: 149
Type: Event Designer
RM Skill: Advanced




Is this the same one from RPGPalace?

Nevermind. This one is slightly better than the other. It doesn't revolve and it looks great! I'm going to replace it with the other one.

This post has been edited by BBBBIC: Feb 17 2008, 07:15 PM


__________________________
Go to the top of the page
 
+Quote Post
   
lahandi
post Feb 18 2008, 03:46 AM
Post #74


Level 8
Group Icon

Group: Revolutionary
Posts: 111
Type: Artist
RM Skill: Skilled




Same like me, I've been looking for this kind of script too. Because I often feel "annoyed" when listening to nice a map BGM then suddenly "disturbed" by a battle BGM.

I have a question, once this is replacing the script, will it be applied to all map or we can use some "call script" command to enabled the battle BGM again? Because I think in certain map, the map BGM seems need to be "interupted" with the battle BGM when the random enemy encountered.

Thankyou very much smile.gif


__________________________
Go to the top of the page
 
+Quote Post
   
Kuplex
post Feb 18 2008, 10:04 AM
Post #75


Level 1
Group Icon

Group: Member
Posts: 10
Type: Event Designer
RM Skill: Skilled




QUOTE (lahandi @ Feb 18 2008, 05:53 AM) *
Same like me, I've been looking for this kind of script too. Because I often feel "annoyed" when listening to nice a map BGM then suddenly "disturbed" by a battle BGM.

I have a question, once this is replacing the script, will it be applied to all map or we can use some "call script" command to enabled the battle BGM again? Because I think in certain map, the map BGM seems need to be "interupted" with the battle BGM when the random enemy encountered.

Thankyou very much smile.gif
It's applied to all maps. The re-enable the interrupting battle music again, just set
$game_system.battle_bgm_enabled = true
in a script.

For instance, I have a boss battle where it doesn't interrupt the music, but at the end of the boss battle event, I set the flag back to True so it acts normal again.

This post has been edited by Kuplex: Feb 18 2008, 10:04 AM
Go to the top of the page
 
+Quote Post
   
Spatchez
post Feb 18 2008, 02:57 PM
Post #76


Level 1
Group Icon

Group: Member
Posts: 12
Type: Event Designer
RM Skill: Skilled




I am having some problems with this, I can't seem to find where to put a script for this. any help?
Go to the top of the page
 
+Quote Post
   
ccoa
post Feb 19 2008, 06:48 AM
Post #77


Storm Goddess
Group Icon

Group: Revolutionary
Posts: 989
Type: Scripter
RM Skill: Masterful




I don't understand your question. Do you mean where to put the script? Open the script editor in the demo, copy the script near the bottom named Mode7, then paste it into a new project's script editor right above Main.


__________________________
Go to the top of the page
 
+Quote Post
   
Boonzeet
post Feb 19 2008, 07:59 AM
Post #78


Level 2
Group Icon

Group: Banned
Posts: 25
Type: Artist
RM Skill: Advanced




This is much better then the RPGPalace Mode07.

It's compatible with the Train Actor script where the RPGPalace, wasn't.

Well done, I will use this on one of my projects laugh.gif


__________________________
99 bugs in the game, 99 bugs in the the game, take one out and try again, 98 bugs in the game...
Go to the top of the page
 
+Quote Post
   
Spatchez
post Feb 19 2008, 09:19 AM
Post #79


Level 1
Group Icon

Group: Member
Posts: 12
Type: Event Designer
RM Skill: Skilled




QUOTE (ccoa @ Feb 19 2008, 05:55 AM) *
I don't understand your question. Do you mean where to put the script? Open the script editor in the demo, copy the script near the bottom named Mode7, then paste it into a new project's script editor right above Main.

What I mean is I don't know how I can set this up.

This post has been edited by Spatchez: Feb 19 2008, 09:20 AM
Go to the top of the page
 
+Quote Post
   
ccoa
post Feb 19 2008, 09:37 AM
Post #80


Storm Goddess
Group Icon

Group: Revolutionary
Posts: 989
Type: Scripter
RM Skill: Masterful




*sigh*

You're not being very specific. What do you mean by set it up? Perhaps you could tell me what you're trying to do and how it's not working.


__________________________
Go to the top of the page
 
+Quote Post
   

70 Pages V  « < 2 3 4 5 6 > » 
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 23rd May 2013 - 11:21 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker