じ☆ve冰风 发表于 7 天前

Some Popup 2.9

Some Popup 2.9

mikb89



Introduction

With this script you can specify some text to be drawn when the player face an event. Text can be binded above the event or above the player or in center of the screen. There are many transition effects and it's possible to use picture instead of text. You can also play a SE, ME, BGM or BGS, on every popup event or for specific ones.

Features


[*]show simple text
[*]bind in the middle of screen
[*]bind above the player
[*]bind above the event
[*]show text grayed out
[*]show picture
[*]play SE/ME/BGM/BGS
[*]fade text transition
[*]move text transition
[*]zoom text transition
[*]transitions mixed together
[*]select popup show range

Screenshots


http://www.mediafire.com/conv/322e2977cc776c849db74ab5068f71e0125fa2553e6165e80fcf4ffa132728676g.jpg


How to Use

Copy the script under Materials to use.

Info on how to create popup event inside the script.

Demo

Multilanguage demo v. 2.9 (289 K
data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7

http://www.mediafire.com/?dgvl41o4h9zdqrd

Script

Spoiler                 Code:        
# Some Popup v 2.9 # VX version # by mikb89# Details: #Show some popup text when facing an event. #Text can be placed in center of screen, over the player or over the event. #Write in a comment to assign the popup to an event and write in the #   next comment the text that will be shown. # NOTE: is by default, but you can change it in the settings. #Text can be also grayed, to indicate a non-available something. To do so, #   write instead of . #You can also show a picture instead of text. In order to do this, the first #   comment must be and the second will contain the name of the Picture. #It is possible to play a sound/music effect for each event. Just write in a #   third comment these lines: #    SE (or ME or BGM or BGS) #    Audio filename #    Volume (1-100) #    Pitch (50-150) #    You can omit the two last lines, and they will be set by default: #    Volume 80 for BGS and SE, 100 for BGM and ME #    Pitch 100 # ATTENTION: comments have to be the first two (or three) commands of the event. # #You can also call a script with: #    $game_player.remove_town_sprite #   in it to remove the sprite. For example if you put the sprite on an event #   which you'll speak, with this code you can remove the popup.# Configurations: module SPOP   ID = "pop" # set "loc" for old version compatibility.    # What you have to write on a event to be identified as popup one.    # If the value here is for example "pop" you'll have to write:    #- for the common text popup;    #- for the grayed out popup;    #- for the picture popup.   AUTO_REMOVE_AT_TRANSFER = true    # Test to understand what I mean.    #true - gives the same effect as the one in Chrono Trigger towns.    #false - let the popup be visible after the teleport. Will fade out at the    #          first player movement.   GRAYED_COLOR = Color.new(255,245,255,175)    # Value of grey color. Red, green, blue, alpha. From 0 to 255.   WALK_8_DIR = true    # You don't have to include the 8dir script. Just set true this.   POPUP_TRANSITION = 9    # The effect of the popup appearing/disappearing.    #0: no effect    #1: fading in/out    #2: movement up/down    #3: movement & fading    #4: reduced movement    #5: reduced movement & fading    #6: zoom in/out    #7: zoom & fading    #8: zoom & movement    #9: zoom, movement, fading    # 10: zoom & reduced movement    # 11: zoom, reduced movement, fading   POPUP_SOUND = ["SE", "Book", 80, 100]    # Play something on popup.    # 4 parameters:    #1. Sound kind ("SE", "ME", "BGS", "BGM");    #2. Name of the file;    #3. Volume (0-100);    #4. Pitch (50-150 (or 15-453 if you want MAXIMUM values)).    # To deactivate sound just set "" the 2. or set 0 to 3. Examples:    #POPUP_SOUND = ["SE", "", 80, 100]    #POPUP_SOUND = ["SE", "Book", 0, 100]    # Won't be played.    # Eventual BGM or BGS playing will fade as the graphic fade/zoom/move and    #will start after the popup close. Obviously not valid if using SE/ME.   # Examples with ME, BGM, BGS:    #POPUP_SOUND = ["ME", "Item", 100, 100]    #POPUP_SOUND = ["BGM", "Town1", 100, 100]    #POPUP_SOUND = ["BGS", "Clock", 100, 100]   POPUP_BINDING = 2    # Where the popup should be binded.    #0: center of the screen    #1: over the player    #2: over the event   DISTANCE_MIN = 1    # The minimum distance at which popup will be visible.    # With 0, you will get popups only by touch.    # 1 is default, like it was in older versions.    # For larger number, only the closer event will popup, even if there are    #others in the same line. end# Others: #You'll see 'town' everywhere in the script. This is because of the SECOND #   name given to this script: "Popup town name". #The FIRST original name was "Location system", from this the to add in #   event comments. By the way I never publicated the version with this name, so #   you won't find anything.#Codename: spop($imported ||= {})[:mikb89_spop] = true# License: # - You can ask me to include support for other scripts as long as these scripts #   use the $imported = true; # - You can modify and even repost my scripts, after having received a response #   by me. For reposting it, anyway, you must have done heavy edit or porting, #   you can't do a post with the script as is; # - You can use my scripts for whatever you want, from free to open to #   commercial games. I'd appreciate by the way if you let me know about what #   you're doing; # - You must credit me, if you use this script or part of it.class Game_Player < Game_Character   #--------------------------------------------------------------------------   # * Object Initialization   #--------------------------------------------------------------------------   alias_method(:initGP_b4_spop, :initialize) unless method_defined?(:initGP_b4_spop) #class Game_Player#def initialize() <- aliased   def initialize   initGP_b4_spop   @town_sprite = nil   @town_text = ""   reset_audio   @town_ex_audio = nil   @sync_event = nil   end   #--------------------------------------------------------------------------   # * Frame Update   #--------------------------------------------------------------------------   alias_method(:updateGP_b4_spop, :update) unless method_defined?(:updateGP_b4_spop) #class Game_Player#def update() <- aliased   def update   updateGP_b4_spop   if @town_sprite != nil       case SPOP::POPUP_BINDING       when 1         @town_sprite.x = screen_x         if @town_sprite.y != screen_y && screen_y != @sync_y         @town_sprite.y = screen_y - (@town_sprite.y - @sync_y).abs         @sync_y = screen_y         end       when 2         if @sync_event != nil         @town_sprite.x = @sync_event.screen_x         if @town_sprite.y != @sync_event.screen_y && @sync_event.screen_y != @sync_y             @town_sprite.y = @sync_event.screen_y - (@town_sprite.y - @sync_y).abs             @sync_y = @sync_event.screen_y         end         remove_town_sprite if Math.hypot(@sync_event.distance_x_from_player, @sync_event.distance_y_from_player) > 2 + SPOP::DISTANCE_MIN         end       end       rem = ["gameover", "title", "battle"].include?($game_temp.next_scene)       @town_sprite.update       if .include?(SPOP::POPUP_TRANSITION)         @town_sprite.opacity -= 15 if @town_sprite.z == 5 && @town_sprite.opacity > 0         @town_sprite.opacity += 15 if @town_sprite.z == 10 && @town_sprite.opacity < 255         rem = true if @town_sprite.opacity <= 0       end       if .include?(SPOP::POPUP_TRANSITION)         mov = .include?(SPOP::POPUP_TRANSITION) ? 32 : 64         val = mov/16         t = @town_sprite.y         @town_sprite.y += val if @town_sprite.z == 5 && @toadd > -mov         @town_sprite.y -= val if @town_sprite.z == 10 && @toadd > 0         @toadd -= val if t != @town_sprite.y         rem = true if @toadd <= -mov       end       if .include?(SPOP::POPUP_TRANSITION)         if @town_sprite.z == 5 && @town_sprite.zoom_x > 0         @town_sprite.zoom_x -= 0.25         @town_sprite.zoom_y -= 0.25         end         if @town_sprite.z == 10 && @town_sprite.zoom_x < 1         @town_sprite.zoom_x += 0.25         @town_sprite.zoom_y += 0.25         end         rem = true if @town_sprite.zoom_x <= 0       end       if @town_ex_audio != nil         if @audiowait > 0         @audiowait -= 1         elsif @audiowait == 0         if @town_audio != nil             @town_audio.play             if @town_ex_audio.class != @town_audio.class               @town_ex_audio.play               @town_ex_audio = nil             end             reset_audio if @town_audio.name != SPOP::POPUP_SOUND         end         @audiowait = -1         end       end       remove_town_sprite(true) if rem   end   end   #--------------------------------------------------------------------------   # * Removing of town sprite when changing map   #--------------------------------------------------------------------------   alias_method(:perform_transfer_b4_spop, :perform_transfer) unless method_defined?(:perform_transfer_b4_spop) #class Game_Player#def perform_transfer() <- aliased   def perform_transfer   remove_town_sprite(true, false) if SPOP::AUTO_REMOVE_AT_TRANSFER   perform_transfer_b4_spop   end   #--------------------------------------------------------------------------   # * Processing of Movement via input from the Directional Buttons   #-------------------------------------------------------------------------- #class Game_Player#def move_by_input() <- rewritten   def move_by_input   return unless movable?   return if $game_map.interpreter.running?   x, y = self.x, self.y   case SPOP::WALK_8_DIR ? Input.dir8 : Input.dir4   when 1       move_lower_left       if @move_failed         check_town(x-1, y+1)       else         SPOP::DISTANCE_MIN.times {|t| break if check_town(x-2-t, y+2+t)}       end   when 2       move_down       if @move_failed         check_town(x, y+1)       else         SPOP::DISTANCE_MIN.times {|t| break if check_town(x, y+2+t)}       end   when 3       move_lower_right       if @move_failed         check_town(x+1, y+1)       else         SPOP::DISTANCE_MIN.times {|t| break if check_town(x+2+t, y+2+t)}       end   when 4       move_left       if @move_failed         check_town(x-1, y)       else         SPOP::DISTANCE_MIN.times {|t| break if check_town(x-2-t, y)}       end   when 6       move_right       if @move_failed         check_town(x+1, y)       else         SPOP::DISTANCE_MIN.times {|t| break if check_town(x+2+t, y)}       end   when 7       move_upper_left       if @move_failed         check_town(x-1, y-1)       else         SPOP::DISTANCE_MIN.times {|t| break if check_town(x-2-t, y-2-t)}       end   when 8       move_up       if @move_failed         check_town(x, y-1)       else         SPOP::DISTANCE_MIN.times {|t| break if check_town(x, y-2-t)}       end   when 9       move_upper_right       if @move_failed         check_town(x+1, y-1)       else         SPOP::DISTANCE_MIN.times {|t| break if check_town(x+2+t, y-2-t)}       end   end   end   #--------------------------------------------------------------------------   # * Operations for sprite removal and audio stopping   #-------------------------------------------------------------------------- #class Game_Player#def remove_town_sprite(instant, audio)   def remove_town_sprite(instant=false, audio=true)   if @town_sprite != nil       if instant || SPOP::POPUP_TRANSITION == 0         if audio         @town_audio.class.stop if @town_audio != nil         @town_ex_audio.play if @town_ex_audio != nil         end         @town_ex_audio = nil         @town_sprite.dispose         @town_sprite = nil         @sync_event = nil       else         @town_sprite.z = 5         unless @town_audio.is_a?(RPG::SE)         @town_audio.class.fade(4) if @town_audio != nil         end       end   end   end   #--------------------------------------------------------------------------   # * Set the audio as the one specified in SPOP or passed   #-------------------------------------------------------------------------- #class Game_Player#def reset_audio(spn)   def reset_audio(spn = SPOP::POPUP_SOUND)   @town_audio = (spn == "" ||                   spn <= 0) ? nil :                     case spn                     when "BGM"; RPG::BGM.new(spn, spn, spn)                     when "BGS"; RPG::BGS.new(spn, spn, spn)                     when "ME"; RPG::ME.new(spn, spn, spn)                     when "SE"; RPG::SE.new(spn, spn, spn)                     end   end   #--------------------------------------------------------------------------   # * Check if there is a town event in front of the player   #-------------------------------------------------------------------------- #class Game_Player#def check_town(x, y)   def check_town(x, y)   return false if $game_map.interpreter.running?   result = false   for event in $game_map.events_xy(x, y)       unless .include?(event.trigger) and event.priority_type == 1         if event.list != nil         if event.list.code == 108 and             ["[#{SPOP::ID}]", "", ""].include?(event.list.parameters)             result = true             next if @town_sprite != nil && @town_sprite.z == 10 && @town_text == event.list.parameters             remove_town_sprite(true)             @town_sprite = Sprite.new             @town_sprite.z = 10             if .include?(SPOP::POPUP_TRANSITION)               @town_sprite.zoom_x = @town_sprite.zoom_y = 0.0             end             @town_sprite.opacity = 15 if .include?(SPOP::POPUP_TRANSITION)             if event.list.parameters != ""               @town_sprite.bitmap ||= Bitmap.new(1,1)               siz = @town_sprite.bitmap.text_size(event.list.parameters)               h = siz.height               s = siz.width               @town_sprite.bitmap.dispose               @town_sprite.bitmap = Bitmap.new(s, 24)               if event.list.parameters == ""               ex = @town_sprite.bitmap.font.color               @town_sprite.bitmap.font.color = SPOP::GRAYED_COLOR               end               @town_sprite.bitmap.draw_text(0,2,s,22,event.list.parameters,1)               @town_sprite.bitmap.font.color = ex if event.list.parameters == ""             else               @town_sprite.bitmap = Cache.picture(event.list.parameters)               s = @town_sprite.bitmap.width               h = @town_sprite.bitmap.height             end             @town_text = event.list.parameters             @town_sprite.ox = s/2             @town_sprite.oy = h/2             case SPOP::POPUP_BINDING             when 1               @town_sprite.x = screen_x#*32+16               @town_sprite.y = @sync_y = screen_y#*32+16             when 2               @town_sprite.x = event.screen_x#*32+16               @town_sprite.y = @sync_y = event.screen_y#*32+16               @sync_event = event             else               @town_sprite.x = 544/2# - s/2               @town_sprite.y = 416/2# - h/2             end             @town_sprite.y -= 64 if .include?(SPOP::POPUP_TRANSITION)             @town_sprite.y -= 32 if .include?(SPOP::POPUP_TRANSITION)             @toadd = .include?(SPOP::POPUP_TRANSITION) ? 64 : 0             @toadd -= 32 if .include?(SPOP::POPUP_TRANSITION)             if @town_audio != nil || event.list.code == 108               if ["BGM", "ME", "BGS", "SE"].include?(event.list.parameters) &&               event.list.code == 408               arr = []               arr.push(event.list.parameters)               arr.push(event.list.parameters)               if event.list.code == 408                   arr.push(event.list.parameters.to_i)                   arr.push(event.list.parameters.to_i) if event.list.code == 408               else                   arr.push(["BGS", "SE"].include?(event.list.parameters) ? 80 : 100)               end               arr.push(100) if arr.size < 4               reset_audio(arr)               end               @town_ex_audio = @town_audio.class.last if .include?(@town_audio.class)               if @town_ex_audio != nil               @town_ex_audio.class.fade(4)               @audiowait = 4               else               @town_audio.play               reset_audio if arr != nil               end             end         end         end       end   end   remove_town_sprite unless result   return result   end end#--Compatibility for Auto Save & Quick Save systems.---# #-Remove the sprite because a Sprite can't be saved. # #------------------------------------------------------# class Scene_File   alias_method(:write_save_data_b4_spop, :write_save_data) unless method_defined?(:write_save_data_b4_spop) #class Scene_File#def write_save_data(file) <- aliased   def write_save_data(file)   $game_player.remove_town_sprite(true)   write_save_data_b4_spop(file)   end end





Also visible on Pastebin.FAQ

Q: Can I use the 8 directions script?

A: No, but the 8 dir functionality is included, just enable it in settings.

Credit and Thanks

Thanks Guardian of Irael for various suggestions.

Author's Notes

N/A


本贴来自国际rpgmaker官方论坛作者:mikb89处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/some-popup-2-9.3196/
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