Some Popup 2.8
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
Screenshots
How to Use
Copy the script under Materials to use.
Info on how to create popup event inside the script.
Demo
Multilanguage demo v. 2.8 (800 K
http://www.mediafire.com/?mmg50jxofjq9jtl
Script
Spoiler Code:
# Some Popup v 2.8 # XP 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 [pop] in a comment to assign the popup to an event and write in the # next comment the text that will be shown. # NOTE: [pop] 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 [npop] instead of [pop]. # You can also show a picture instead of text. In order to do this, the first # comment must be [ppop] 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: # - [pop] for the common text popup; # - [npop] for the grayed out popup; # - [ppop] 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", "046-Book01", 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", "046-Book01", 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", "010-Item01", 100, 100] # POPUP_SOUND = ["BGM", "023-Town01", 100, 100] # POPUP_SOUND = ["BGS", "016-Drips01", 100, 100] POPUP_BINDING = 2 # Where the popup should be binded. # 0: center of the screen # 1: over the player # 2: over the event 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 [loc] 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[script] = 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 #-------------------------------------------------------------------------- #class Game_Player#def initialize() def initialize super @town_sprite = nil @town_text = "" reset_audio @town_ex_audio = [nil, ""] @sync_event = nil end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- #class Game_Player#def update() <- rewritten def update # Remember whether or not moving in local variables last_moving = moving? # If moving, event running, move route forcing, and message window # display are all not occurring unless moving? or $game_system.map_interpreter.running? or @move_route_forcing or $game_temp.message_window_showing # Move player in the direction the directional button is being pressed move_by_input # Edited from the original end # Remember coordinates in local variables last_real_x = @real_x last_real_y = @real_y super # Some Popup addition START update_town_sprite # Some Popup addition END # If character moves down and is positioned lower than the center # of the screen if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y # Scroll map down $game_map.scroll_down(@real_y - last_real_y) end # If character moves left and is positioned more let on-screen than # center if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X # Scroll map left $game_map.scroll_left(last_real_x - @real_x) end # If character moves right and is positioned more right on-screen than # center if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X # Scroll map right $game_map.scroll_right(@real_x - last_real_x) end # If character moves up and is positioned higher than the center # of the screen if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y # Scroll map up $game_map.scroll_up(last_real_y - @real_y) end # If not moving unless moving? # If player was moving last time if last_moving # Event determinant is via touch of same position event result = check_event_trigger_here([1,2]) # If event which started does not exist if result == false # Disregard if debug mode is ON and ctrl key was pressed unless $DEBUG and Input.press?(Input::CTRL) # Encounter countdown if @encounter_count > 0 @encounter_count -= 1 end end end end # If C button was pressed if Input.trigger?(Input::C) # Same position and front event determinant check_event_trigger_here([0]) check_event_trigger_there([0,1,2]) end end end #-------------------------------------------------------------------------- # * Part of the update #-------------------------------------------------------------------------- #class Game_Player#def update_town_sprite() def update_town_sprite 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 sx = @sync_event.x - @x sy = @sync_event.y - @y remove_town_sprite if Math.hypot(sx, sy) > 2 end end rem = false @town_sprite.update if [1,3,5,7,9,11].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 [2,3,4,5,8,9,10,11].include?(SPOP::POPUP_TRANSITION) mov = [4,5,10,11].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 [6,7,8,9,10,11].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[0] != nil if @audiowait > 0 @audiowait -= 1 elsif @audiowait == 0 if @town_audio[0] != nil $game_system.method("#{@town_audio[1]}_play").call(@town_audio[0]) if @town_ex_audio[1] != @town_audio[1] $game_system.method("#{@town_ex_audio[1]}_play").call(@town_ex_audio[0]) @town_ex_audio = [nil, ""] end reset_audio if @town_audio[0].name != SPOP::POPUP_SOUND[1] end @audiowait = -1 end end remove_town_sprite(true) if rem end end #-------------------------------------------------------------------------- # * Popup removal at straighten (scene change) #-------------------------------------------------------------------------- if method_defined?(:straighten) alias_method(:straighten_b4_spop, :straighten) unless method_defined?(:straighten_b4_spop) end #class Game_Player#def straighten() <- aliased/added def straighten remove_town_sprite(true) if respond_to?(:straighten_b4_spop) straighten_b4_spop else super end end #-------------------------------------------------------------------------- # * Player has moved? #-------------------------------------------------------------------------- alias_method(:increase_steps_b4_spop, :increase_steps) unless method_defined?(:increase_steps_b4_spop) #class Game_Player#def increase_steps() <- aliased def increase_steps increase_steps_b4_spop @move_failed = false end #-------------------------------------------------------------------------- # * Processing of Movement via input from the Directional Buttons #-------------------------------------------------------------------------- #class Game_Player#def move_by_input() def move_by_input x, y = self.x, self.y @move_failed = true case SPOP::WALK_8_DIR ? Input.dir8 : Input.dir4 when 1 move_lower_left if @move_failed check_town(x-1, y+1) else check_town(x-2, y+2) end when 2 move_down if @move_failed check_town(x, y+1) else check_town(x, y+2) end when 3 move_lower_right if @move_failed check_town(x+1, y+1) else check_town(x+2, y+2) end when 4 move_left if @move_failed check_town(x-1, y) else check_town(x-2, y) end when 6 move_right if @move_failed check_town(x+1, y) else check_town(x+2, y) end when 7 move_upper_left if @move_failed check_town(x-1, y-1) else check_town(x-2, y-2) end when 8 move_up if @move_failed check_town(x, y-1) else check_town(x, y-2) end when 9 move_upper_right if @move_failed check_town(x+1, y-1) else check_town(x+2, y-2) 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 $game_system.method("#{@town_audio[1]}_stop").call if @town_audio[1] != "" $game_system.method("#{@town_ex_audio[1]}_play").call(@town_ex_audio[0]) if @town_ex_audio[1] != "" end @town_ex_audio = [nil, ""] @town_sprite.dispose @town_sprite = nil @sync_event = nil else @town_sprite.z = 5 unless ["se", "me", ""].include?(@town_audio[1]) $game_system.method("#{@town_audio[1]}_fade").call(4) 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[1] == "" || spn[2] <= 0) ? nil : RPG::AudioFile.new(spn[1], spn[2], spn[3]), spn[0].downcase] 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_system.map_interpreter.running? result = false for event in $game_map.events_xy(x, y) unless [1,2].include?(event.trigger) and event.priority_type == 1 if event.list != nil if event.list[0].code == 108 and ["[#{SPOP::ID}]", "[n#{SPOP::ID}]", "[p#{SPOP::ID}]"].include?(event.list[0].parameters[0]) result = true next if @town_sprite != nil && @town_sprite.z == 10 && @town_text == event.list[1].parameters[0] remove_town_sprite(true) @town_sprite = Sprite.new @town_sprite.z = 10 if [6,7,8,9,10,11].include?(SPOP::POPUP_TRANSITION) @town_sprite.zoom_x = @town_sprite.zoom_y = 0.0 end @town_sprite.opacity = 15 if [1,3,5,7,9,11].include?(SPOP::POPUP_TRANSITION) if event.list[0].parameters[0] != "[p#{SPOP::ID}]" @town_sprite.bitmap ||= Bitmap.new(1,1) siz = @town_sprite.bitmap.text_size(event.list[1].parameters[0]) h = siz.height s = siz.width @town_sprite.bitmap.dispose @town_sprite.bitmap = Bitmap.new(s, 24) if event.list[0].parameters[0] == "[n#{SPOP::ID}]" 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[1].parameters[0],1) @town_sprite.bitmap.font.color = ex if event.list[0].parameters[0] == "[n#{SPOP::ID}]" else @town_sprite.bitmap = Cache.picture(event.list[1].parameters[0]) s = @town_sprite.bitmap.width h = @town_sprite.bitmap.height end @town_text = event.list[1].parameters[0] @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 [0,1,6,7].include?(SPOP::POPUP_TRANSITION) @town_sprite.y -= 32 if [4,5,10,11].include?(SPOP::POPUP_TRANSITION) @toadd = [2,3,4,5,8,9,10,11].include?(SPOP::POPUP_TRANSITION) ? 64 : 0 @toadd -= 32 if [4,5,10,11].include?(SPOP::POPUP_TRANSITION) if @town_audio[0] != nil || event.list[2].code == 108 if ["BGM", "ME", "BGS", "SE"].include?(event.list[2].parameters[0]) && event.list[3].code == 408 arr = [] arr.push(event.list[2].parameters[0]) arr.push(event.list[3].parameters[0]) if event.list[4].code == 408 arr.push(event.list[4].parameters[0].to_i) arr.push(event.list[5].parameters[0].to_i) if event.list[5].code == 408 else arr.push(["BGS", "SE"].include?(event.list[2].parameters[0]) ? 80 : 100) end arr.push(100) if arr.size < 4 reset_audio(arr) end if ["bgm", "bgs"].include?(@town_audio[1]) @town_ex_audio = [$game_system.method("playing_#{@town_audio[1]}").call, @town_audio[1]] else @town_ex_audio[0] = nil end if @town_ex_audio[0] != nil $game_system.method("#{@town_ex_audio[1]}_fade").call(4) @audiowait = 4 else $game_system.method("#{@town_audio[1]}_play").call(@town_audio[0]) reset_audio if arr != nil end end end end end end remove_town_sprite unless result return result end end if SPOP::AUTO_REMOVE_AT_TRANSFER class Scene_Map #-------------------------------------------------------------------------- # * Removing of town sprite when changing map #-------------------------------------------------------------------------- alias_method(:transfer_player_b4_spop, :transfer_player) unless method_defined?(:transfer_player_b4_spop) #class Scene_Map#def transfer_player() <- aliased def transfer_player $game_player.remove_town_sprite(true, false) transfer_player_b4_spop end end end class Game_Map #-------------------------------------------------------------------------- # * Get event list in x, y #-------------------------------------------------------------------------- #class Game_Map#def events_xy(x, y) unless method_defined?(:events_xy) def events_xy(x, y) result = [] for event in $game_map.events.values result.push(event) if event.x == x and event.y == y end return result end 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-2-8.3195/