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 (1.35 MB)
http://www.mediafire.com/?1q8pjd848mvd6n4
Script
Also visible on Pastebin.# Some Popup v 2.8
# VX Ace 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", "Book1", 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", "Book1", 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
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 = $game_player.screen_x
if @town_sprite.y != $game_player.screen_y && $game_player.screen_y != @sync_y
@town_sprite.y = $game_player.screen_y - (@town_sprite.y - @sync_y).abs
@sync_y = $game_player.screen_y
end
when 2
if @sync_event != nil
@town_sprite.x = @sync_event.screen_x
if @town_sprite.y != @sync_event.screen_y && @sync_event.screen_y != @sync_y
@town_sprite.y = @sync_event.screen_y - (@town_sprite.y - @sync_y).abs
@sync_y = @sync_event.screen_y
end
remove_town_sprite if Math.hypot(@sync_event.distance_x_from($game_player.x), @sync_event.distance_y_from($game_player.y)) > 2
end
end
rem = false
@town_sprite.visible = SceneManager.scene_is?(Scene_Map)
@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.replay
@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_diagonal(4,2)#lower_left
if !@move_succeed
check_town(x-1, y+1)
else
check_town(x-2, y+2)
end
when 2
move_straight(2)#down
if !@move_succeed
check_town(x, y+1)
else
check_town(x, y+2)
end
when 3
move_diagonal(6,2)#lower_right
if !@move_succeed
check_town(x+1, y+1)
else
check_town(x+2, y+2)
end
when 4
move_straight(4)#left
if !@move_succeed
check_town(x-1, y)
else
check_town(x-2, y)
end
when 6
move_straight(6)#right
if !@move_succeed
check_town(x+1, y)
else
check_town(x+2, y)
end
when 7
move_diagonal(4,8)#upper_left
if !@move_succeed
check_town(x-1, y-1)
else
check_town(x-2, y-2)
end
when 8
move_straight(8)#up
if !@move_succeed
check_town(x, y-1)
else
check_town(x, y-2)
end
when 9
move_diagonal(6,8)#upper_right
if !@move_succeed
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
@town_audio.class.stop if @town_audio != nil
@town_ex_audio.replay 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 = $game_player.screen_x#*32+16
@town_sprite.y = @sync_y = $game_player.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
#--------------------------------------------------------------------------
# * Sprite removal at Save (can't save a Sprite) and End
#--------------------------------------------------------------------------
class Scene_Save < Scene_File
if method_defined?(:start)
alias_method(:start_SSav_b4_spop, :start) unless method_defined?(:start_SSav_b4_spop)
end
#class Scene_Save#def start() <- aliased/added
def start
if respond_to?(:start_SSav_b4_spop)
start_SSav_b4_spop
else
super
end
$game_player.remove_town_sprite(true)
end
end
class Scene_End < Scene_MenuBase
alias_method(:start_SEnd_b4_spop, :start) unless method_defined?(:start_SEnd_b4_spop)
#class Scene_End#def start() <- aliased
def start
start_SEnd_b4_spop
$game_player.remove_town_sprite(true)
end
end
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