Some Popup 2.8

● ARCHIVED · READ-ONLY
Started by mikb89 4 posts View original ↗
  1. 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

    somepopupvxace.png

    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

    Spoiler
    Code:
    # 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
    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
  2. I was wondering if there was a way to add a slight delay before the popup on both the visual and audio so that it is not so quick. I want the player to move in front of the object, and once the character has stopped movement then the popup is displayed above the characters head and the SE plays.

    Right now the popup triggers as the character is getting into position. The character moves into position, as the character is moving the popup begins to play the SE and show the text, as the character stops movement, the popup then finishes.

    If I could just add a frame or two to delay the response time of the popup it would be perfect. I'm using it like the popups from FF9. I want the character to walk up to a chest or a hidden item, and then have the popup respond to show that there is something there.
  3. I was wondering if an adjustment could be made to popup the name of an event if the event faces the player. As in, an NPC approaches the player. As of now, only the player approaching the event results in the popup...
  4. Is there some way to change the font size?