I need help with a script that lets me use busts without having to use event command: show picture.
#------------------------------------------------------------------------------# # Galv's Message Busts #------------------------------------------------------------------------------# # For: RPGMAKER VX ACE # Version 1.1 #------------------------------------------------------------------------------# # 2013-01-13 - version 1.1 - added option to make busts slide onto the screen # 2012-12-01 - version 1.0 - release #------------------------------------------------------------------------------# # This script automatically displays a message bust instead of a face. #------------------------------------------------------------------------------# # INSTRUCTIONS: # Put in script list below Materials and above Main. # # Put bust images in Graphics/Pictures/ and name them the same as the face # graphic used in the message, plus the position of the face in it. # For example: # If the message shows "Actor1" face file and uses the first face in that file # then you will name the bust image "Actor1-1.png" # # Download the demo if you don't understand # # NOTE: This script does NOT contain bust images. You will need your own. # #------------------------------------------------------------------------------# # SCRIPT CALL #------------------------------------------------------------------------------# # # bust_mirror(x) # x can be true or false. All messages after this # # call will change until changed again. # # false = on left. true = on right and flipped. # #------------------------------------------------------------------------------#
DISABLE_SWITCH = 1 # Turn swith ON to disable busts and show normal face
BUST_Z = -1 # adds to z value of busts if needed. A negative number # will make the bust appear below the message window.
BUST_Y_OVER = false # can be true or false # true = busts sit at the bottom of the screen # false = busts sit on top of the message window
TEXT_X = 0 # Offset text when displaying busts above the message # window. The script automatically offsets the text x # by the bust image width IF the BUST_Z is 0 or more.
SLIDE = true # Slide portrait onto the screen instead of fading in.
#------------------------------------------------------------------------------# # END SCRIPT SETTINGS #------------------------------------------------------------------------------#
end
class Game_Interpreter
def bust_mirror(state) $game_message.mirror = state end
alias galv_busts_command_101 command_101 def command_101 $game_message.bust_name = @params[0] $game_message.bust_index = @params[1] galv_busts_command_101 end end # Game_Interpreter
class Game_Message attr_accessor :bust_name attr_accessor :bust_index attr_accessor :mirror
alias galv_busts_message_initialize initialize def initialize galv_busts_message_initialize @mirror = false end
alias galv_busts_message_clear clear def clear @bust_name = "" @bust_index = 0 galv_busts_message_clear end end # Game_Message
class Window_Message < Window_Base
alias galv_busts_window_create_back_bitmap create_back_bitmap def create_back_bitmap @bust = Sprite.new if @bust.nil? @bust.visible = true @bust.opacity = 0 @bust.z = z + Galv_Bust::BUST_Z galv_busts_window_create_back_bitmap end
alias galv_busts_window_dispose dispose def dispose galv_busts_window_dispose dispose_bust end
def dispose_bust @bust.dispose if !@bust.nil? @bust.bitmap.dispose if !@bust.bitmap.nil? end
alias galv_busts_window_update_back_sprite update_back_sprite def update_back_sprite galv_busts_window_update_back_sprite update_bust if openness > 0 end
def update_bust if !$game_message.bust_name.empty? && !$game_switches[Galv_Bust::DISABLE_SWITCH] @bust.mirror = $game_message.mirror @bust.bitmap = Cache.picture($game_message.bust_name + "-" + ($game_message.bust_index + 1).to_s) if !$game_message.mirror if Galv_Bust::SLIDE @bust.x = ((openness.to_f / 255) * @bust.width) - @bust.width else @bust.x = 0 end else if Galv_Bust::SLIDE @bust.x = Graphics.width - ((openness.to_f / 255) * @bust.width) else @bust.x = Graphics.width - @bust.bitmap.width end end
if $game_message.position == 2 && !Galv_Bust::BUST_Y_OVER @bust.y = Graphics.height - @bust.bitmap.height - self.height else @bust.y = Graphics.height - @bust.bitmap.height end else @bust.bitmap = nil end if $game_switches[Galv_Bust::DISABLE_SWITCH] @bust.opacity = 0 else @bust.opacity = openness
end @bust.update end
def new_line_x if $game_switches[Galv_Bust::DISABLE_SWITCH] $game_message.face_name.empty? ? 0 : 112 else if @bust.z >= self.z && !$game_message.mirror && $game_message.position == 2 $game_message.face_name.empty? ? 0 : @bust.bitmap.width + Galv_Bust::TEXT_X else return 0 end end end
def draw_face(face_name, face_index, x, y, enabled = true) return if !$game_message.face_name.empty? && !$game_switches[Galv_Bust::DISABLE_SWITCH] super end
end # Window_Message < Window_Base
What i want is to put the bust beside the text box at bottom of screen and make the text box look like this:
I need help with a script that lets me use busts without having to use event command: show picture.
#------------------------------------------------------------------------------#
# Galv's Message Busts
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 1.1
#------------------------------------------------------------------------------#
# 2013-01-13 - version 1.1 - added option to make busts slide onto the screen
# 2012-12-01 - version 1.0 - release
#------------------------------------------------------------------------------#
# This script automatically displays a message bust instead of a face.
#------------------------------------------------------------------------------#
# INSTRUCTIONS:
# Put in script list below Materials and above Main.
#
# Put bust images in Graphics/Pictures/ and name them the same as the face
# graphic used in the message, plus the position of the face in it.
# For example:
# If the message shows "Actor1" face file and uses the first face in that file
# then you will name the bust image "Actor1-1.png"
#
# Download the demo if you don't understand
#
# NOTE: This script does NOT contain bust images. You will need your own.
#
#------------------------------------------------------------------------------#
# SCRIPT CALL
#------------------------------------------------------------------------------#
#
# bust_mirror(x) # x can be true or false. All messages after this
# # call will change until changed again.
# # false = on left. true = on right and flipped.
#
#------------------------------------------------------------------------------#
($imported ||= {})["Galvs_Message_Busts"] = true
module Galv_Bust
#------------------------------------------------------------------------------#
# SCRIPT SETTINGS
#------------------------------------------------------------------------------#
DISABLE_SWITCH = 1 # Turn swith ON to disable busts and show normal face
BUST_Z = -1 # adds to z value of busts if needed. A negative number
# will make the bust appear below the message window.
BUST_Y_OVER = false # can be true or false
# true = busts sit at the bottom of the screen
# false = busts sit on top of the message window
TEXT_X = 0 # Offset text when displaying busts above the message
# window. The script automatically offsets the text x
# by the bust image width IF the BUST_Z is 0 or more.
SLIDE = true # Slide portrait onto the screen instead of fading in.
#------------------------------------------------------------------------------#
# END SCRIPT SETTINGS
#------------------------------------------------------------------------------#
end
class Game_Interpreter
def bust_mirror(state)
$game_message.mirror = state
end
alias galv_busts_command_101 command_101
def command_101
$game_message.bust_name = @params[0]
$game_message.bust_index = @params[1]
galv_busts_command_101
end
end # Game_Interpreter
class Game_Message
attr_accessor :bust_name
attr_accessor :bust_index
attr_accessor :mirror
alias galv_busts_message_initialize initialize
def initialize
galv_busts_message_initialize
@mirror = false
end
alias galv_busts_message_clear clear
def clear
@bust_name = ""
@bust_index = 0
galv_busts_message_clear
end
end # Game_Message
class Window_Message < Window_Base
alias galv_busts_window_create_back_bitmap create_back_bitmap
def create_back_bitmap
@bust = Sprite.new if @bust.nil?
@bust.visible = true
@bust.opacity = 0
@bust.z = z + Galv_Bust::BUST_Z
galv_busts_window_create_back_bitmap
end
alias galv_busts_window_dispose dispose
def dispose
galv_busts_window_dispose
dispose_bust
end
def dispose_bust
@bust.dispose if !@bust.nil?
@bust.bitmap.dispose if !@bust.bitmap.nil?
end
alias galv_busts_window_update_back_sprite update_back_sprite
def update_back_sprite
galv_busts_window_update_back_sprite
update_bust if openness > 0
end
def update_bust
if !$game_message.bust_name.empty? && !$game_switches[Galv_Bust::DISABLE_SWITCH]
@bust.mirror = $game_message.mirror
@bust.bitmap = Cache.picture($game_message.bust_name + "-" + ($game_message.bust_index + 1).to_s)
if !$game_message.mirror
if Galv_Bust::SLIDE
@bust.x = ((openness.to_f / 255) * @bust.width) - @bust.width
else
@bust.x = 0
end
else
if Galv_Bust::SLIDE
@bust.x = Graphics.width - ((openness.to_f / 255) * @bust.width)
else
@bust.x = Graphics.width - @bust.bitmap.width
end
end
if $game_message.position == 2 && !Galv_Bust::BUST_Y_OVER
@bust.y = Graphics.height - @bust.bitmap.height - self.height
else
@bust.y = Graphics.height - @bust.bitmap.height
end
else
@bust.bitmap = nil
end
if $game_switches[Galv_Bust::DISABLE_SWITCH]
@bust.opacity = 0
else
@bust.opacity = openness
end
@bust.update
end
def new_line_x
if $game_switches[Galv_Bust::DISABLE_SWITCH]
$game_message.face_name.empty? ? 0 : 112
else
if @bust.z >= self.z && !$game_message.mirror && $game_message.position == 2
$game_message.face_name.empty? ? 0 : @bust.bitmap.width + Galv_Bust::TEXT_X
else
return 0
end
end
end
def draw_face(face_name, face_index, x, y, enabled = true)
return if !$game_message.face_name.empty? && !$game_switches[Galv_Bust::DISABLE_SWITCH]
super
end
end # Window_Message < Window_Base
What i want is to put the bust beside the text box at bottom of screen and make the text box look like this:
So how do i make the script do that?
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