Help - Search - Members - Calendar
Full Version: N543 Skit System
RPG RPG Revolution Forums > Scripting > Script Submissions > RGSS-Submissions
Night5h4d3
Skit System
version 4.6.01
By Night5h4d3




Introduction

So actually, I was working on an undisclosed project with some other people, and I was requested to make this script a while back, in the end, we've changed engines so now I'm uploading this script for the general public. It's basically the skit system from the Tales of series, and runs off of common events.

Features

> Display, move, and remove custom face graphics and expressions (See how to use)
> Runs from common events
> Custom music
> Easy to configure

Installation

To install, just place the script anywhere below other scripts and above main. Make sure you have the required resources!

Script

v4.6.0.1 Standalone

Demo

Skit System Demo 4.6.0.1

Compatibility

Changes/Aliases
Game_Temp
Game_System
Game_Interpreter
Window_Message
Spriteset_Map
Scene_Title
Scene_Map
Scene_Load
Scene_Save


This script isn't compatible with RMVX, but there is an RMVX version, see the FAQ


Screenshots

These are the RMVX screenshots, it looks almost exactly the same.
spoiler




Required Resources

spoiler


Save this as skitbg:



Positioning is relative, so it will be in the same area of the screen in both 544 and 640 resolutions.


How to use

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!
NOTE: Use the following script snippets to make use of faces
CODE
$scene.new_face(face, expr, pos, mir?, num)

face - the filename of the face set to use
expr - the face expression (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.

CODE
$scene.change_face(pos1, pos2, new_expr, new_face, mir?)
$scene.dispose_face(pos1)

pos1 - refers to the current position of the face being modified, must be between 0 and 18 or an array (refer to pos) default is 0
pos2 - refers to the destination of the face being modified, must be between 0 and 18 or an array (refer to pos) default is 0
new_expr - new expression to use, set to nil to keep current expression (see expr) default is nil
new_face- new face graphic to use, set to nil to keep current face (see face) default is nil


FAQ

Q: Is this for VX?
A: Nope, but I made one for VX! You can find it here.


Disclaimer

Please do not claim as your own, if you'd like to post this script on other sites, please notify me before hand.
TheBen
This is hilariously whiny, especially coming from a scripter, but I think less abstract usage of the skit positions would be helpful to people that didn't know a lot of RGSS(2) (e.g. you could include a tutorial to explain how to add new positions). Aside from that, however, this is a pretty cool script.
Night5h4d3
Hah, I think I know where you're coming from. But when you work on a script as abstract as this for a long enough time, everything seems common sense. I'm terribly lazy when it comes to the documentation part, and that's mainly because by the time I'm done, I've moved on to another project and I spend my time coding for it rather than completely writing up the info for the previous script.

The topic itself is pretty much a copy and paste from the RMVX version, and it's not likely I'll have the time to fully elaborate on the features and functions of the script. It's far easier to help those who don't understand how to do X then it is to write how to do X, Y and Z in the topic post.
carnie_natas
Haha i love the undisclosed project, gives this script a sense of rarity for that fact. Looks nice though i personally can't use it. Good work!
VVBlazeFuryVV
Oops wrong topic.
Night5h4d3
Sorry, blazefury, since this script modifies Window_Message it is incompatible with neo message system. I'm unable to make them compatible right now, but you could start a new request topic for someone to compatiblize the two.
VVBlazeFuryVV
QUOTE (Night5h4d3 @ Sep 2 2011, 06:24 PM) *
Sorry, blazefury, since this script modifies Window_Message it is incompatible with neo message system. I'm unable to make them compatible right now, but you could start a new request topic for someone to compatiblize the two.

Oh, okay.
VVBlazeFuryVV
QUOTE (Night5h4d3 @ Sep 2 2011, 06:24 PM) *
Sorry, blazefury, since this script modifies Window_Message it is incompatible with neo message system. I'm unable to make them compatible right now, but you could start a new request topic for someone to compatiblize the two.

But even if I tried it, it still got an error during my game...
CelestOrion
I had a question. Let's say I wanted to change the size of the template files to be more 'square' instead of rectangle, and up'd the size of each individual frame to be about 150x150 pixels. How would I go about doing this?
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2013 Invision Power Services, Inc.