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> Chest Item Pop-Up v3.0, Updated to version 3.0
originalwij
post Nov 29 2008, 01:37 PM
Post #1


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Group: Revolutionary
Posts: 214
Type: Scripter
RM Skill: Masterful




Chest Item Pop-Up

Version: 3.0
Author: OriginalWij
Release Date: 5/29/2009


Introduction
This script enables gold/items to have their respective icons pop-up when added into inventory.

Features
v1.0
  • Works with gold, items, weapons, and armors
  • VERY easy to implement

v1.1
  • Added automatic description window

v1.2
  • Bug fix and added forgotten aliases

v1.3
  • Added option to only pop-up once when gaining many of the same item

v2.0
  • Added option to turn popup sound on/off
  • Added option to turn popup text on/off
  • Added icon to name popup and the ability to turn it on/off
  • Added adjustable X & Y coordinates for name popup window
  • Reworked name popup window (won't show "1 x" if only one item)
  • Reworked gold display (more efficient)
  • Added "call" feature - with and without adding the item to inventory
  • Added option to wait for button or time for popup name window
  • Added options to define button and time for popup name window wait
  • Added option to enable/disable the "close window" sound
  • Added options to define "close window" sound

v2.1
  • Added option to have popup always active
  • Added option for overlay graphic
  • Added auto-adjust name window location, depending on actor X/Y
  • Fixed moving event bug

v3.0
  • Bugfix for when called from a common event
  • Reworked main popup scene for new X/Y determination
  • Added option for 2nd window cancellation button
  • Added option to center the text window or auto-move to not cover the player
  • Added option to popup items & gold after battle


Script
CODE

#==============================================================================
# Chest Item Pop-Up
#==============================================================================
# Author : OriginalWij
# Version : 3.0
#==============================================================================

#==============================================================================
# v1.0
# - Initial release
# v1.1
# - Added description window
# v1.2
# - Bug fix and added forgotten aliases
# v1.3
# - Added option to only popup once for many of the same item
# v2.0
# - Reworked name popup window (won't show "1 x" if only one item)
# - Reworked gold display (more efficient)
# - Added option to turn popup sound on/off
# - Added option to turn popup text on/off
# - Added icon to name popup and the ability to turn it on/off
# - Added adjustable X & Y coordinates for name popup window
# - Added "call" feature - with and without adding the item to inventory
# - Added option to wait for button or time for popup name window
# - Added options to define button and time for popup name window wait
# - Added option to enable/disable the "close window" sound
# - Added options to define "close window" sound
# v2.1
# - Fixed moving event bug
# - Added option to have popup always active
# - Added option for overlay graphic
# - Added auto-adjust name window location, depending on actor X/Y
# v2.2
# - Several minor (non-bug) display fixes
# - Removed overlay option due to compatibility problems
# - Optimized script
# v3.0
# - Bugfix for when called from a common event
# - Reworked main popup scene for new X/Y determination
# - Added option for 2nd window cancellation button
# - Added option to center the text window or auto-move to not cover the player
# - Added option to popup items & gold after battle
#==============================================================================

#==============================================================================
# To use:
#
# Normal Mode : turn on the switch (designated below) BEFORE
# each gold/item addition
# Automatic Mode : turn on the switch (designated below) if you DON'T want
# popups and then turn the switch off when done
#
# To call manually:
#
# (useful if using a break-limits script and popping-up 100+ of one item)
#
# $scene = Chest_Popup.new(type, amount, index, add = false, x = pX, y = pY)
# type : 0 :gold, 1 :items, 2 :weapons, 3 :armor
# amount : number of items "gaining"
# index : item ID
# add : adds item(s) shown into inventory if true (default = false)
# x : custom X coordinate to pop-up at (default = player X)
# y : custom Y coordinate to pop-up at (default = player Y)
#==============================================================================

#==============================================================================
# NOTE: when adding multiple (different) items in an event, insert a WAIT(1)
# between them (insert the WAIT(1) even if in AUTOMATIC mode)
#==============================================================================
# NOTE: the switch turns itself off after each "add item/gold" event command
# UNLESS in automatic mode (you MUST turn it off MANUALLY in auto-mode)
#==============================================================================
# NOTE: insert a WAIT(7) between a text message and adding items in events
# (allows time for the message window to close)
#==============================================================================

# Automatic popup mode
# (true = ALWAYS popup UNLESS $game_switches[POPUP_SWITCH] is on)
AUTO_POPUP = true
# Switch to activate/deactivate popups
# (activate if AUTO_POPUP = false) (deactivate if AUTO_POPUP = true)
POPUP_SWITCH = 1
# "Gold" icon index
GOLD_ICON = 205
# Only popup once (if many of the same item)
ONLY_SHOW_ONE = true
# Popup gold/items gained in battle (pops-up after battle)
BATTLE_POP = true
# Battle reward prefix text for popup text window
# (if BATTLE_POP = true)
BATTLE_REWARD = 'Battle Reward: '

# Play sound on popup?
PLAY_P_SND = true
#######################################################
# 3 options below are valid ONLY if PLAY_P_SND = true #
#######################################################
# Sound to play upon popup
P_SND = 'Audio/SE/Chime2'
P_SND_V = 100
P_SND_P = 150

# Play "close window" sound?
PLAY_C_SND = true
#######################################################
# 3 options below are valid ONLY if PLAY_C_SND = true #
#######################################################
# Sound to play upon popup close
C_SND = 'Audio/SE/Cancel'
C_SND_V = 80
C_SND_P = 100

# Show popup text?
SHOW_POPUP_TEXT = true
##############################################################
# ALL options below are valid ONLY if SHOW_POPUP_TEXT = true #
##############################################################
# Show icon with popup text?
SHOW_POPUP_TEXT_ICON = true
# Auto adjust window if over player
TEXT_WINDOW_MOVE = true
# Popup text window Y coordinate
TEXT_WINDOW_Y = 180
# Popup text window X coordinate offset
# 0 (Zero) : centered in the window
# negative integer : offset left (centered)
# positive integer : offset right (centered)
TEXT_WINDOW_X_OFFSET = 0
# Wait for button to close? (false = wait for time)
WAIT_FOR_BUTTON = true
# Buttons to wait for
# (if WAIT_FOR_BUTTON = true)
# (Set both to the same button to check for only one)
BUTTON_TO_WAIT_FOR1 = Input::C
BUTTON_TO_WAIT_FOR2 = Input::B
# Frames to wait
# (if WAIT_FOR_BUTTON = false)
WAIT_FOR_TIME = 120

#==============================================================================
# Game_System
#==============================================================================

class Game_System
#--------------------------------------------------------------------------
# Public Instance Variables (Added)
#--------------------------------------------------------------------------
attr_accessor :battle_pop # holds items to popup after battle
attr_accessor :battle_pop_gold # holds gold to popup after battle
#--------------------------------------------------------------------------
# Initialize (Mod)
#--------------------------------------------------------------------------
alias chest_pop_gs_initialize initialize unless $@
def initialize
chest_pop_gs_initialize
@battle_pop = nil
@battle_pop_gold = 0
end
#--------------------------------------------------------------------------
# Get Battle Pop (New)
#--------------------------------------------------------------------------
def battle_pop
return @battle_pop
end
#--------------------------------------------------------------------------
# Set Battle Pop (New)
#--------------------------------------------------------------------------
def battle_pop=(items)
@battle_pop = items
end
#--------------------------------------------------------------------------
# Get Battle Pop Gold (New)
#--------------------------------------------------------------------------
def battle_pop_gold
return @battle_pop_gold
end
#--------------------------------------------------------------------------
# Set Battle Pop Gold (New)
#--------------------------------------------------------------------------
def battle_pop_gold=(gold)
@battle_pop_gold = gold
end
end

#==============================================================================
# Game_Interpreter
#==============================================================================

class Game_Interpreter
#--------------------------------------------------------------------------
# Change Gold (Mod)
#--------------------------------------------------------------------------
alias chest_pop_command_125 command_125 unless $@
def command_125
value = operate_value(@params[0], @params[1], @params[2])
# Pop-up
if $game_switches[POPUP_SWITCH] != AUTO_POPUP and @params[0] == 0
$scene = Chest_Popup.new(0, value, 1)
end
chest_pop_command_125
end
#--------------------------------------------------------------------------
# Change Items (Mod)
#--------------------------------------------------------------------------
alias chest_pop_command_126 command_126 unless $@
def command_126
value = operate_value(@params[1], @params[2], @params[3])
# Pop-up
if $game_switches[POPUP_SWITCH] != AUTO_POPUP and @params[1] == 0
$scene = Chest_Popup.new(1, value, @params[0])
end
chest_pop_command_126
end
#--------------------------------------------------------------------------
# Change Weapons (Mod)
#--------------------------------------------------------------------------
alias chest_pop_command_127 command_127 unless $@
def command_127
value = operate_value(@params[1], @params[2], @params[3])
# Pop-up
if $game_switches[POPUP_SWITCH] != AUTO_POPUP and @params[1] == 0
$scene = Chest_Popup.new(2, value, @params[0])
end
chest_pop_command_127
end
#--------------------------------------------------------------------------
# Change Armor (Mod)
#--------------------------------------------------------------------------
alias chest_pop_command_128 command_128 unless $@
def command_128
value = operate_value(@params[1], @params[2], @params[3])
# Pop-up
if $game_switches[POPUP_SWITCH] != AUTO_POPUP and @params[1] == 0
$scene = Chest_Popup.new(3, value, @params[0])
end
chest_pop_command_128
end
end

#==============================================================================
# Item Popup Window (New)
#==============================================================================

class Item_Popup_Window < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(x, y)
super(0, 0, 544, 416)
self.opacity = 0
# Adjust X/Y to proper origin
@x, @y = x - 27, y - 60
end
#--------------------------------------------------------------------------
# Pop-Up
#--------------------------------------------------------------------------
def pop_up(icon_index, x_offset, y_offset)
self.contents.clear
# Draw pop-up icon
draw_icon(icon_index, @x + x_offset, @y + y_offset, true)
end
end

#==============================================================================
# Name window (New)
#==============================================================================

class Name_Window < Window_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(x, y, desc, no_desc, index, gold = false, icon = 0)
super(x, y, 56, WLH + 32)
# Adjust window to content's size and center
icon_x = self.contents.text_size(index).width + 6
width = self.contents.text_size(desc).width
self.width = width + 32
self.x = ((544 - self.width) / 2) + TEXT_WINDOW_X_OFFSET
create_contents
# Draw pop-up text
ix = no_desc ? 0 : icon_x
item_check = $game_system.battle_pop
gold_check = $game_system.battle_pop_gold
if BATTLE_POP and (item_check != nil or gold_check > 0) # If battle reward
ix += self.contents.text_size(BATTLE_REWARD).width + 2
end
tx = gold ? 4 : 0
draw_icon(icon, ix, 0) if SHOW_POPUP_TEXT_ICON and !gold
self.contents.draw_text(tx, 0, width, WLH, desc, 0)
draw_icon(GOLD_ICON, width - 24, 0, true) if gold
end
end

#==============================================================================
# Scene_Base
#==============================================================================

class Scene_Base
#--------------------------------------------------------------------------
# Initialize (New)
#--------------------------------------------------------------------------
def initialize
@disable_blur = false
end
#--------------------------------------------------------------------------
# Disable blur (New)
#--------------------------------------------------------------------------
def disable_blur=(enabled)
@disable_blur = enabled
end
#--------------------------------------------------------------------------
# Create Snapshot for Using as Background of Another Screen (Rewrite)
#--------------------------------------------------------------------------
def snapshot_for_background
$game_temp.background_bitmap.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
# Don't blur if disabled
$game_temp.background_bitmap.blur unless @disable_blur # changed
end
end

#==============================================================================
# Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# Start (Mod)
#--------------------------------------------------------------------------
alias chest_pop_start start unless $@
def start
chest_pop_start
# Popup battle rewards
if BATTLE_POP
if $game_system.battle_pop_gold > 0 # gold
gold = $game_system.battle_pop_gold
$game_system.battle_pop_gold = 0
$scene = Chest_Popup.new(0, gold, 0, true)
elsif $game_system.battle_pop != nil # items
item = $game_system.battle_pop.shift
if item == nil
$game_system.battle_pop = nil
else
type = 1 if item.is_a?(RPG::Item)
type = 2 if item.is_a?(RPG::Weapon)
type = 3 if item.is_a?(RPG::Armor)
$scene = Chest_Popup.new(type, 1, item.id, true)
end
end
end
end
end

#==============================================================================
# Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# Display Gained Experience and Gold (Rewrite)
#--------------------------------------------------------------------------
def display_exp_and_gold
# Save gold to popup after battle
$game_system.battle_pop_gold = $game_troop.gold_total if BATTLE_POP # added
exp = $game_troop.exp_total
gold = BATTLE_POP ? 0 : $game_troop.gold_total # changed
$game_party.gain_gold(gold) unless BATTLE_POP # changed
text = sprintf(Vocab::Victory, $game_party.name)
$game_message.texts.push('\|' + text)
if exp > 0
text = sprintf(Vocab::ObtainExp, exp)
$game_message.texts.push('\.' + text)
end
if gold > 0
text = sprintf(Vocab::ObtainGold, gold, Vocab::gold)
$game_message.texts.push('\.' + text)
end
wait_for_message
end
#--------------------------------------------------------------------------
# Display Gained Drop Items (Mod)
#--------------------------------------------------------------------------
alias chest_pop_display_drop_items display_drop_items unless $@
def display_drop_items
# Save items to popup after battle
$game_system.battle_pop = $game_troop.make_drop_items if BATTLE_POP
return if BATTLE_POP
chest_pop_display_drop_items
end
end

#==============================================================================
# Chest_Popup (New)
#==============================================================================

class Chest_Popup < Scene_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(type, amount, index, add = false, x = nil, y = nil)
x = $game_player.screen_x if x == nil
y = $game_player.screen_y if y == nil
$game_switches[POPUP_SWITCH] = !AUTO_POPUP
$scene.disable_blur = true
@x, @y, @amount = x, y, amount
@gold = @no_desc = false
case type
when 0 # Gold
$game_party.gain_gold(amount) if add
@icon = GOLD_ICON
@desc_amount = ''
@desc = @amount.to_s
@amount = 1
@gold = true
when 1 # Items
$game_party.gain_item($data_items[index], amount) if add
@icon = $data_items[index].icon_index
@desc_amount = @amount.to_s + ' x'
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_items[index].name
@amount = 1 if ONLY_SHOW_ONE
when 2 # Weapons
$game_party.gain_item($data_weapons[index], amount) if add
@icon = $data_weapons[index].icon_index
@desc_amount = @amount.to_s + ' x'
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_weapons[index].name
@amount = 1 if ONLY_SHOW_ONE
when 3 # Armors
$game_party.gain_item($data_armors[index], amount) if add
@icon = $data_armors[index].icon_index
@desc_amount = @amount.to_s + ' x'
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_armors[index].name
@amount = 1 if ONLY_SHOW_ONE
end
# Set index
@index = @desc_amount
# Add description to text
if @gold
@desc = @desc + ' '
else
if SHOW_POPUP_TEXT_ICON
@desc = @desc_amount + ' ' + @desc
else
@desc = @desc_amount + ' ' + @desc if @desc_amount != ''
end
end
# If battle reward
item_check = $game_system.battle_pop
gold_check = $game_system.battle_pop_gold
if BATTLE_POP and (item_check != nil or gold_check > 0)
@desc = BATTLE_REWARD + @desc
end
end
#--------------------------------------------------------------------------
# Start
#--------------------------------------------------------------------------
def start
create_background
# Create pop-up window
@popup_window = Item_Popup_window.new(@x, @y)
end
#--------------------------------------------------------------------------
# Terminate
#--------------------------------------------------------------------------
def terminate
# Dispose windows
@popup_window.dispose
@menuback_sprite.dispose
@name_window.dispose if SHOW_POPUP_TEXT
end
#--------------------------------------------------------------------------
# Return Scene
#--------------------------------------------------------------------------
def return_scene
# Turn off blur and pop-up switch
$scene.disable_blur = false
$game_switches[POPUP_SWITCH] = false
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
super
# Update pop-up window
@popup_window.update
@menuback_sprite.update
# Do the actual popping-up
do_popup
end
#--------------------------------------------------------------------------
# Update Basic
#--------------------------------------------------------------------------
def update_basic
Graphics.update
Input.update
end
#--------------------------------------------------------------------------
# Wait
#--------------------------------------------------------------------------
def wait(duration)
# Wait for DURATION frames
for i in 0..duration
update_basic
end
end
#--------------------------------------------------------------------------
# Wait for close
#--------------------------------------------------------------------------
def wait_for_close
count = 0
loop do
update_basic
count += 1
# Close if button 1 pressed
break if Input.trigger?(BUTTON_TO_WAIT_FOR1) and WAIT_FOR_BUTTON
# Close if button 2 pressed
break if Input.trigger?(BUTTON_TO_WAIT_FOR2) and WAIT_FOR_BUTTON
# Close if time elapsed
break if count >= WAIT_FOR_TIME and !WAIT_FOR_BUTTON
end
end
#--------------------------------------------------------------------------
# Create Background
#--------------------------------------------------------------------------
def create_background
# Create modified background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.update
end
#--------------------------------------------------------------------------
# Show Name
#--------------------------------------------------------------------------
def show_name
x = 272
y = TEXT_WINDOW_Y
py = $game_player.screen_y - 32
cy = (py - y).abs
# Offset Y if text box is above player's position
if cy < 128 and TEXT_WINDOW_MOVE
y = py < y ? y + (y / 2) : y - (y / 2)
end
# Create Window
@name_window = Name_window.new(x, y, @desc, @no_desc, @index, @gold, @icon)
# Wait for button(s) or time
wait_for_close
# Play sound
Audio.se_play(C_SND, C_SND_V, C_SND_P) if WAIT_FOR_BUTTON and PLAY_C_SND
end
#--------------------------------------------------------------------------
# Do Pop-Up
#--------------------------------------------------------------------------
def do_popup
# Pop-up icon(s)
for i in 1..@amount
Audio.se_play(P_SND, P_SND_V, P_SND_P) if PLAY_P_SND
for i in 0..4
@popup_window.pop_up(@icon, 0, i * -4)
@popup_window.update
wait(2)
end
wait(5) if i != @amount and !ONLY_SHOW_ONE
end
wait(5)
# Pop-up text
show_name if SHOW_POPUP_TEXT
# Exit
return_scene
end
end


Customization
All customizable options are listed at the top of the script

Compatibility
Overwrites some base code, so other similar scripts probably will conflict.

Screenshot
Attached File  Screenshot1.png ( 171.22K ) Number of downloads: 1313


DEMO
Updated to v3.0
Attached File  ChestPopUp30.zip ( 356.9K ) Number of downloads: 954


Installation
Place above main (plug and play).

To use in normal mode:
Turn on the switch (specified in the script) just BEFORE each add gold/item event command.
(switch turns off automatically)
(see the demo for examples)

To use in automatic mode:
Turn on the switch (specified in the script) if you DON'T want popups AND then turn the switch off manually when done.
(switch does NOT turn off automatically)

NOTE: when obtaining multiple items (different items), add a WAIT(1) event command between them.
(even when in automatic mode)

FAQ
Comments welcome.

Terms and Conditions
Free to use. Please credit me.

Credits
Me

This post has been edited by originalwij: May 29 2009, 08:11 AM


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boomerang
post Nov 29 2008, 02:09 PM
Post #2


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Great script! I'm definitely going to use this. happy.gif


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Twilight27
post Nov 30 2008, 07:11 AM
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QUOTE (boomerang @ Nov 29 2008, 06:09 PM) *
Great script! I'm definitely going to use this. happy.gif


Yea, great script! It's fun to get multiple items biggrin.gif


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Notice!! Check out my topic (http://www.rpgrevolution.com/forums/index.php?showtopic=45736&st=0#entry454175) if you're interested in helping me make a script that limits the number of characters & items you use in battle AND also an item durability feature! Thanks for any help in advance!
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Legendary Hero
post Nov 30 2008, 01:45 PM
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nice script really good job I'll definitely use this in my game keep up the good work thumbsup.gif
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grafikal007
post Nov 30 2008, 04:29 PM
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Does this work with other things besides chests? For instance, characters that give a player an item or quest item of some sort? Would I just turn the switch on before the +item event command and then of course include the wait event commands for multiple items?
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originalwij
post Nov 30 2008, 06:09 PM
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@grafikal007
Yes, it will work anytime you use an event command to increase gold, items, weapons, or armor,
provided you put the switch in (and wait if multiple) like you said.


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grafikal007
post Dec 1 2008, 08:31 AM
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Absolutely amazing then, it's just want I've been looking for, for some time now. I'll have to begin using it as soon as I make it back to the apartment.

Update: So I finally got around to using this, I LOVE IT! That's all. smile.gif

This post has been edited by grafikal007: Dec 1 2008, 06:52 PM
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slaQ
post Dec 2 2008, 10:34 AM
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Great script! I'm using it in my game aswell now.

IF my game ever gets publicly released, you will be sure to find your name in the credits smile.gif

Thanks!


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Lalakoops
post Dec 5 2008, 01:21 PM
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Man!!! Mine does not work. It says a syntaks error on line :165 @popup_window=Item_Popup_window(@x,@y)


Help sad.gif

Ok.. I found the error... Thanks for the script anyways... It is Awesome!!

This post has been edited by Lalakoops: Dec 5 2008, 01:24 PM
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Twilight27
post Dec 5 2008, 05:16 PM
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Hey, can you combine this with Woratona's chest script? If you check his topic, you'd see I asked him the same question, but he hasn't really replied to it yet...


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Notice!! Check out my topic (http://www.rpgrevolution.com/forums/index.php?showtopic=45736&st=0#entry454175) if you're interested in helping me make a script that limits the number of characters & items you use in battle AND also an item durability feature! Thanks for any help in advance!
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originalwij
post Dec 6 2008, 09:06 AM
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@Twilight27

I didn't combine the scripts, but I added a description window (per your request)
(see 1st post for updated script)


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Midnight Assassi...
post Dec 7 2008, 09:21 PM
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Great script! Can't wait to see what you come up with next!










































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RubyCrystal
post Dec 7 2008, 10:03 PM
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I have a small question regarding this script. Is there a way to make an item appear dramatically? Let's say you get an important item, like in Zelda, and the item appears slowly. Can that be done?
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originalwij
post Dec 8 2008, 09:30 PM
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@RubyCrystal

sure, try adjusting the wait times at the end of the script


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Twilight27
post Dec 9 2008, 11:43 AM
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QUOTE (originalwij @ Dec 9 2008, 01:30 AM) *
@RubyCrystal

sure, try adjusting the wait times at the end of the script


Oh, so this will slow down the speed at which the icon comes out of the chess, for the dramatic effect, right? Is there a script where you can zoom in on the character? (Since the game is 2D, we can't spin around him like it does for zelda games). Even making the character jump is dramatic enough too, I guess...


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Notice!! Check out my topic (http://www.rpgrevolution.com/forums/index.php?showtopic=45736&st=0#entry454175) if you're interested in helping me make a script that limits the number of characters & items you use in battle AND also an item durability feature! Thanks for any help in advance!
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originalwij
post Dec 9 2008, 12:22 PM
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@Twilight27
Yes, that controls the speed.

I've seen a zoom script before, can't remember which site, but it gets really pixelated.

You could easily add a "jump" event command (in "set move route") after the item is received.


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Dark Gaia
post Dec 13 2008, 03:42 AM
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Hey man, great script! It's nice little touches like these that really add to a game. I'll be using this.


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Ark Reaver
post Dec 13 2008, 11:27 PM
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Excellent script. Tis is definitely going in my game (is it me, or do half the people who come across a good script say that?) A shout out will definitely be going to you in the credits. Nice work. Keep it up.


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Dark Gaia
post Dec 14 2008, 03:13 AM
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QUOTE (Ark Reaver @ Dec 14 2008, 12:27 AM) *
Excellent script. Tis is definitely going in my game (is it me, or do half the people who come across a good script say that?) A shout out will definitely be going to you in the credits. Nice work. Keep it up.


Personally, I think you may have crafted the new Tankentai's here. I see this script being present in every game.


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originalwij
post Dec 14 2008, 09:57 AM
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Thanks to everyone for their encouraging comments.
I'm glad to share my creation with the community. I made it for my own game and posted it because I figured that it might be useful to someone else, but I had no idea that it would get such a positive response.
Feedback like this is what makes me want to create more scripts!


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