设为首页收藏本站同能贴吧 切换语言 繁体中文
开启辅助访问 切换到窄版
扫描二维码关注官方公众号
返回列表
+ 发新帖
查看: 81|回复: 0

[转载发布] Some Popup 2.9

[复制链接]
累计送礼:
0 个
累计收礼:
1 个
  • TA的每日心情
    慵懒
    3 天前
  • 签到天数: 207 天

    连续签到: 1 天

    [LV.7]常住居民III

    3646

    主题

    862

    回帖

    2万

    积分

    管理员

    Rank: 9Rank: 9Rank: 9

    VIP
    7
    卡币
    21262
    OK点
    16
    推广点
    0
    同能卷
    50
    积分
    25800

    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    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





    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


    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 [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", "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 [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   #--------------------------------------------------------------------------   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 [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 != 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[1]           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[1] == "" ||                   spn[2] <= 0) ? nil :                     case spn[0]                     when "BGM"; RPG::BGM.new(spn[1], spn[2], spn[3])                     when "BGS"; RPG::BGS.new(spn[1], spn[2], spn[3])                     when "ME"; RPG::ME.new(spn[1], spn[2], spn[3])                     when "SE"; RPG::SE.new(spn[1], spn[2], spn[3])                     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 [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 != 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               @town_ex_audio = @town_audio.class.last if [RPG::BGM, RPG::BGS].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/

    本帖子中包含更多资源

    您需要 登录 才可以下载或查看,没有账号?立即注册

    x
    天天去同能,天天有童年!
    回复 送礼论坛版权

    使用道具 举报

    文明发言,和谐互动
    文明发言,和谐互动
    高级模式
    您需要登录后才可以回帖 登录 | 立即注册

    本版积分规则

    简体中文
    繁體中文
    English(英语)
    日本語(日语)
    Deutsch(德语)
    Русский язык(俄语)
    بالعربية(阿拉伯语)
    Türkçe(土耳其语)
    Português(葡萄牙语)
    ภาษาไทย(泰国语)
    한어(朝鲜语/韩语)
    Français(法语)
    关闭

    幸运抽奖

    社区每日抽奖来袭,快来试试你是欧皇还是非酋~

    立即查看

    聊天机器人
    Loading...

    QQ|Archiver|手机版|小黑屋|同能RPG制作大师 ( 沪ICP备12027754号-3 )

    GMT+8, 2026-7-10 02:06 , Processed in 0.124026 second(s), 58 queries .

    Powered by Discuz! X3.4

    Copyright © 2001-2020, Tencent Cloud.

    快速回复 返回顶部 返回列表