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> [Scripting]Basic Windows, A tutorial from the Script Builders
The Law G14
post Oct 23 2009, 01:07 PM
Post #21


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Hey just so you know, D.H, I haven't abonded you lol, just been really busy. I asked Night_Runner to help me out with this request and he gave some nice help for me to finish it off. Hopefully I can have this done by the end of the weekend smile.gif


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henkhuizen
post Oct 25 2009, 11:17 AM
Post #22


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Great script! I have 2 problems I can't fix.
1st : I want to make the window invisible, but I can't....

2nd : Night Runner told me about your script from my request for a window that shows me variables. he said I had to chance "Hello World" into $Game_Variables[1], $Game_Variables[2] and so on. but that doesn't work.
CODE
#===============================================================
===============
# ** Window_Text
#------------------------------------------------------------------------------
#  This class displays text in a window
#==============================================================================

class Window_Text < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initializationsuper (x, y, width, height)
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0, 100, 100, $Game_Variables[1])
    self.contents.font.color = system_color
    self.contents.draw_text(0, 20, 100, 100, $Game_Variables[2])
    self.contents.font.color = system_color

  end
end


This post has been edited by henkhuizen: Oct 25 2009, 11:21 AM
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kabuto202
post Oct 26 2009, 02:14 AM
Post #23


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I'd be sharding rainbows if you guys could make a VX tutorial for this.


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Night_Runner
post Oct 26 2009, 05:01 AM
Post #24


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@> henkhuizen
Fixed version:
CODE

#==============================================================================
# ** Window_Text
#------------------------------------------------------------------------------
# This class displays text in a window
#==============================================================================

class Window_Text < Window_Base
#--------------------------------------------------------------------------
# * Object Initializationsuper (x, y, width, height)
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0,0,100,100,"# Of Nets")
self.contents.draw_text(100, 0, 100, 100, $game_variables[1].to_s)
self.contents.font.color = system_color
self.contents.draw_text(0, 20, 100, 100, $game_variables[2].to_s)
self.contents.font.color = system_color
self.back_opacity = 0

end
end


@> kabuto202
It works fine in VX, I just tried it, you may need to change the width / height of the window to suit VX's smaller resolution (544x416), but either way it works perfectly smile.gif
Give it a shot smile.gifsmile.gif


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The Law G14
post Oct 26 2009, 12:34 PM
Post #25


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@D.H: I haven't gotten the cahnce the edit the script that Night_Runner gave me to make your request completely perfect, but here's a WIP of it:

[Show/Hide] Text Script

CODE
class Game_Map
  
  def screen_x
    # Return after calculating x-coordinate by order of members in party
    return 20
  end
  
  def screen_y
    # Return after calculating x-coordinate by order of members in party
    return 10
  end
end



#==============================================================================
# * Window_Message
#------------------------------------------------------------------------------
# ** So far, does very little.
#==============================================================================


class Window_Message
  
  alias nr_refresh refresh
  
  def refresh
    @nr_width = 0
    @nr_width = x if x > @nr_width
    # This is all taken from the original, used to determine the size of the
    # window
    text = $game_temp.message_text
    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
    text.gsub!(/\\\\/) { "\000" }
    text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
    text.gsub!(/\\[Gg]/) { "\002" }      
        
    # End of copying.
    
    # If everything is set to nil, go to default spot down the bottom
    a = gsmi = $game_system.map_interpreter
    if (gsmi.nr_event_id == nil) & (gsmi.nr_window_x == 0) & (gsmi.nr_window_y == 0)
      self.x = 80
      self.y = 304
      self.width = 480
      self.height = 160
    end
    
    # Call normal refresh, and update @nr_width
    nr_refresh
    
    # Get the size available
    text_height = text.scan(/\n/).length*32 + 32 # Pathetic, no?
    
    # If it's set to an event, jump to it
    if $game_system.map_interpreter.nr_event_id != nil
      e = $game_map.events[$game_system.map_interpreter.nr_event_id]
      self.x = e.screen_x
      self.y = e.screen_y
      self.width = @nr_width + 40
      self.height = text_height
      bitmap = Bitmap.new(width = 100, height = 100)
      self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 24, 24))
    end
    
  end
end
      


#==============================================================================
# * Interpreter
#------------------------------------------------------------------------------
# ** Create the calls from an event.
#==============================================================================
      
class Interpreter
  attr_accessor :nr_event_id
  attr_accessor :nr_window_x
  attr_accessor :nr_window_y
  
  alias :nr_initialize :initialize
  
  def initialize(depth = 0, main = false)
    nr_event_id = nil
    nr_window_x = nil
    nr_window_y = nil
    nr_initialize(depth, main)
  end
  
end



@Henkhuizen: For your first request to make the window invisible, just add to Night_Runner's script after this line:

CODE
self.contents = Bitmap.new(width - 32, height - 32)


This:

CODE
self.opacity = 0



@Kabuto: Yeah, Night_Runner pretty much nailed it in the head. All you'd really have to do is readjust the window height and width and you're set to go smile.gif

This post has been edited by The Law G14: Oct 26 2009, 12:35 PM


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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

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darkhalo
post Oct 26 2009, 12:58 PM
Post #26


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Yay, thanks Law (and to night runner). I'm sure this script will be very popular with many out there.
It just adds a bit more professionalism to the games somehow. Can't wait to screenshot this once it's
made and up and running in a game. Again, thanks for doing this happy.gif .


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The Law G14
post Oct 29 2009, 01:08 PM
Post #27


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Well here's another WIP:

CODE
class Game_Map
  
  def screen_x
    # Return after calculating x-coordinate by order of members in party
    return 20
  end
  
  def screen_y
    # Return after calculating x-coordinate by order of members in party
    return 10
  end
end



#==============================================================================
# * Window_Message
#------------------------------------------------------------------------------
# ** So far, does very little.
#==============================================================================


class Window_Message
  
  alias nr_refresh refresh
  
  def refresh
    @nr_width = 0
    @nr_width = x if x > @nr_width
    # This is all taken from the original, used to determine the size of the
    # window
    text = $game_temp.message_text
    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
    text.gsub!(/\\\\/) { "\000" }
    text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
    text.gsub!(/\\[Gg]/) { "\002" }      
        
    # End of copying.
    
    # If everything is set to nil, go to default spot down the bottom
    a = gsmi = $game_system.map_interpreter
    if (gsmi.nr_event_id == nil) & (gsmi.nr_window_x == 0) & (gsmi.nr_window_y == 0)
      self.x = 80
      self.y = 304
      self.width = 480
      self.height = 160
    end
    
    # Call normal refresh, and update @nr_width
    nr_refresh
    
    # Get the size available
    text_height = text.scan(/\n/).length * 32 + 32 # Pathetic, no?
    
    # If it's set to an event, jump to it
    if $game_system.map_interpreter.nr_event_id != nil
      e = $game_map.events[$game_system.map_interpreter.nr_event_id]
      self.x = e.screen_x
      self.y = e.screen_y - 80
      self.width = 200
      self.height = text_height + 40
      bitmap = Bitmap.new(width - 32, height - 32)
      
    end
    
  end
end
      


#==============================================================================
# * Interpreter
#------------------------------------------------------------------------------
# ** Create the calls from an event.
#==============================================================================
      
class Interpreter
  attr_accessor :nr_event_id
  attr_accessor :nr_window_x
  attr_accessor :nr_window_y
  
  alias :nr_initialize :initialize
  
  def initialize(depth = 0, main = true)
    nr_event_id = nil
    nr_window_x = nil
    nr_window_y = nil
    nr_initialize(depth, main)
  end
  
end


To call the script, just go to the script option in the event commands window and put this in:

CODE
@nr_event_id = 1


I'm not sure what else you asked for after allowing the text window to be next to the character so I'm at a road block lol biggrin.gif

Oh, and if anybody does the homework can you pleeaase post it, I'd love to see it biggrin.gif

This post has been edited by The Law G14: Oct 29 2009, 01:08 PM


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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

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dummy1234
post Oct 31 2009, 03:30 PM
Post #28


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Here's my homwork =D
[Show/Hide] Homework screenshot


Good tutorial. =)

P.S. "Hola Mundo" is Spanish for "Hello World" ^^;


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The Law G14
post Oct 31 2009, 03:54 PM
Post #29


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Very nice work, Dummy smile.gif I don't think I see anything wrong so you get an A biggrin.gif


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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

My Project Thread: Gai's Hunters


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Night5h4d3
post Oct 31 2009, 06:37 PM
Post #30


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haha, everyone's loving your tutorial and nightrunners, but mine is just so empty.. I'm no good at this tutorial writing thing XP.


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DarkKnight89
post Nov 1 2009, 06:25 AM
Post #31



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[Show/Hide] basic window hw


CODE

#==============================================================================
# *Custom Text Window*
#------------------------------------------------------------------------------
# makes a basic text window
#==============================================================================

class Window_Text<Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0,0,200,160)
self.contents = Bitmap.new(width - 16, height -16) #for some reason 16,16 adds arrows
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(0, 0, 100, 100, "YAWN")
self.contents.font.color = disabled_color
self.contents.draw_text(25, 30, 100, 100, "Morning rpg rev")
self.contents.font.color = crisis_color
self.contents.draw_text(50, 50, 100, 100, "good bye")
self.contents.font.color = system_color
self.contents.draw_text(75, 70, 100, 100, "heres my hw")
end
end


nice tutorial thanks
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The Law G14
post Nov 1 2009, 06:40 AM
Post #32


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@NightShade: Naw, don't worry, you're great at it biggrin.gif I just saw someone post their homework over at your tutorial, maybe you should chekc it out smile.gif

@DarkKnight: Very nice smile.gif Only problem is that you should change this line:

CODE
self.contents = Bitmap.new(width - 16, height -16)


To this:

CODE
self.contents = Bitmap.new(width - 32, height -32)


That way the arrows will be gone since you need to remove 32 pixels from the widht and height. Also, try rearrange yor text since it seems that you made that line 16 and 16 because you wanted the text to fit. Good work though smile.gif

This post has been edited by The Law G14: Nov 1 2009, 06:41 AM


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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

My Project Thread: Gai's Hunters


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kikonami123
post Nov 26 2009, 03:04 PM
Post #33


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This is mine =/ i think its bad though.....


CODE
#==============================================================================
# **Window_Text
#------------------------------------------------------------------------------
#  This class displays text in a window :D
#==============================================================================

class Window_Text < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 330, 680, 250)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
def refresh
   self.contents.clear
   self.contents.draw_text(0, 0, 150, 120, "LiKe This?")
   self.contents.font.color = system_color
   self.contents.draw_text(155, 0, 125, 120, "LIKE THIS?")
   self.contents.font.color = knockout_color
   self.contents.draw_text(333, 0, 115, 90, "Lik3 thi$?")
   self.contents.font.color = crisis_color
   self.contents.draw_text(450, 0, 150, 125, "LIK3 THIs right?")
   self.contents.font.color =  knockout_color
   self.contents.draw_text(480, 0, 185, 150, "LIK3 THIs right?")
  end
end
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The Law G14
post Nov 26 2009, 04:20 PM
Post #34


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No, this is great, man, you did everything the tutorial taught smile.gif Don't really see anything wrong with your code so great job man smile.gif


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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

My Project Thread: Gai's Hunters


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magic2345
post Nov 26 2009, 08:24 PM
Post #35


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This tutorial's great!!
And um, I have a problem with the homework.
I wanted to try and put the window next to warrior02 and it turned out like this:
(I also changed the size of the window....I think)

CODE
  #==========================================================================
====
# **
#------------------------------------------------------------------------------
#  
#==============================================================================

class Window_Text < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(256, 150, 150, 75)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 100, 75, "Hello World")
#    self.contents.font.color = knockout_color
#    self.contents.draw_text(0, 0, 100, 75, "Hello World")
#    self.contents.font.color = crisis_color
#    self.contents.draw_text(0, 0, 100, 75, "Hello World")
  end
end


As you can see, the text is placed weird. I didn't change the coordinates of the text....(right?)


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The Law G14
post Nov 27 2009, 06:26 AM
Post #36


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Wait, so is the problem you're having the fact that your text isn't fitting properly in the window or that your window is too small?


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Sig Stuff


"When you first come, no one knows you. When help them out, they all know you. When you leave, they all love you. When you come back, they've already forgotten you." -- copy into your sig if you think this quote speaks true!

If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others. -Exiled One

My Project Thread: Gai's Hunters


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magic2345
post Nov 27 2009, 07:57 AM
Post #37


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The text isn't fitting properly. I wanted it to be right in the middle of the window.
Although, I set the text coordinates to 0,0 it was still placed weird. huh.gif


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Red Knight
post Dec 1 2009, 05:41 PM
Post #38


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Easily done.
CODE
#==============================================================================
# **
#------------------------------------------------------------------------------
# This script displays basic text.
#==============================================================================

class Window_Text < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 415, 240, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(75, 0, 100, 30, "Text here!")
  end
end


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The Law G14
post Dec 1 2009, 05:48 PM
Post #39


Scripter FTW
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@Magic: Oops, sorry for the late reply man sad.gif Change the y coordinate (second value) to something like -10. Sometimes it doesn't fit properly so you have to go into negative integers.

@RedKnight: Beautiful man! Nice and simple smile.gif

This post has been edited by The Law G14: Dec 1 2009, 05:48 PM


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Redd
post Dec 9 2009, 12:16 PM
Post #40


:<
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Hey here's my homework:


I added a shadow effect to all of the options, and played around with the text colors a bit smile.gif
I must admit, I'm pretty proud of myself.

THIS TUTORIAL ROCKS!


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