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Skit System version 5.0 By Night5h4d3
Introduction
A while back I was working on a project with a group as their scripter, and I was requested to make a script for displaying 'skits' as cutscenes. Later we changed engines and so I decided to upload this script for the general public. What it is-is basically a remake of the skit system from the 'Tales of' series (give or take a few features). It runs off of common events, so that creating and using skits is as simple as creating map-based cutscenes.
Features
> Display, move, and remove custom face graphics and expressions (See how to use) > Runs from common events > Custom music > Easy to configure > Supports 640x480 mode too! > Face effects Hop, Pop, and Shake > Animated 'new skit' button
Installation
To install, just place the script anywhere below other scripts and above main. Make sure you have the required resources!
Positioning is relative, so it will be in the same area of the screen in both 544 and 640 resolutions.
How to use
spoiler
1) create the skit - in the script you'll find the Skits module, add a new array in the specified format 2) create a common event - make sure it corresponds to the common event you used in the skits module 3) Begin coding your skit!
Adding the face
CODE
$scene.new_face(face, expr, pos, mir?, num)
face - the filename of the face set to use expr - the facial exp​ression (0 is the top left face, 1 is the one to it's right.. 4 is on the bottom left, etc). Default is 0 pos - the position of the face a number ranging from 0 to 18, or use an array to specify a direct placement, (refer to the cheat-sheet). Default is 0 mir? - set to true to mirror the face graphic. Default is false num - the index of the face to use, normally the first face created is 0, the second is 1, etc, but you can specify the index.
Changing the face
CODE
$scene.change_face(pos, new expr, new file, mirror) $scene.dispose_face(pos1)
pos - refers to the current position of the face being modified. new expr - new facial exp​ression to use. new file - new face graphic to use, set to nil to keep current face (see face). Default is nil mirror - 'Mirror new face?' Default is false.
Repositioning the face
CODE
$scene.move_face(pos, new pos, pause) $scene.dispose_face(pos1)
pos - refers to the current position of the face being modified. new pos - refers to the destination position. pause - 'Pause interpreter while moving face?' Default is false.
pos - refers to the current position of the face being modified. scale - how fast and high the face hops (scale of 1-10). Default is 5. count - how many times to make the face jump (scale of 1-5). Default is 1 dir - direction of the jump ("up", "down", "left", "right"). Default is "up" pause - 'Pause interpreter while moving face?' Default is false.
Popping face effect - Causes the face's size to grow then shrink
pos - refers to the current position of the face being modified. scale - how fast and wide the face pops (scale of 1-5). Default is 3. pause - 'Pause interpreter while moving face?' Default is false.
pos - refers to the current position of the face being modified. scale - how fast the face shakes (scale of 1-10). Default is 5. axis - plane of shake "x" or "y" (horizontal or vertical). Default is "x". pause - 'Pause interpreter while moving face?' Default is false.
FAQ
Q: How do I set it up for 640 mode? A: If you're already running a game screen that's setup for 640x480, then all you need is the Skit BG that's the right size.
Q: How do I include A skit button? A: all you need to do is name the file with the words 'skit' and 'button' in that order, (eg: Skit Button, Skitbutton, Skit_button) and put it in the Graphics/System folder
Q: How do I make it animate? A: To animate a skit button all you need to do is append '#' (without the quotes) followed by the number of frames in the file (ex. '#4' for 4 frames)
Q: Where/how do I create the skits? A: All skits are run from common events, to create a new skit you need to create a new common event.
Q: The new move/pop/hop/shake commands aren't working right, when I have 2 only the last one runs? A: This is because by default the interpreter doesnt pause when performing these actions, if you want all of the actions to be taken, set the 'pause' flag and separate each action into a different 'call script' command.
Q: The real Tales of skit system had animated faces and they could swivel too. A: Well, that's not really a question, but you can expect these sometime down the line!
Disclaimer
Please do not claim as your own, if you'd like to post this script on other sites, please notify me beforehand.
Other
Bugs? Ideas? Requests? Let me know, and I'll see about fixing/implementing them!
__________________________
Got 30 minutes? Then you've enough time to play this awesome game: - potentially promising project page - thanks holder