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!
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.
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Required Resources
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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.
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
Sep 1 2011, 07:24 AM
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
Sep 1 2011, 08:17 AM
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
Sep 2 2011, 08:38 AM
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
Sep 2 2011, 06:09 PM
Oops wrong topic.
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.
VVBlazeFuryVV
Sep 2 2011, 07:58 PM
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
Sep 2 2011, 08:54 PM
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
Dec 5 2011, 04:25 AM
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?
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