Hey, I am using a script by Theo designed to display text over interactable objects. I have the script pasted above Main, below Materials, obviously. I have the comment correctly placed in the event as per instructions. So why is nothing showing up? Here's the code - he requires credit if anyone else wishes to use it, but it's freely available:
Note: I have tried this in a new project and it works just fine. So I guess it's either script compatibility issues or having a variable already set to something? The other scripts I use are
Hopefully it's the variable thing. He doesn't know of any script compatibility issues but if anyone who understands coding can glance at the script and say whether they think its likely to collide with something... I would be much obliged. Thanks!
Code:
# =============================================================================# TheoAllen - Interact Hover Notification# Version : 1.1# Contact : www.rpgmakerid.com (or) [URL="http://theolized.blogspot.com#"]http://theolized.blogspot.com#[/URL] (English Documentation)# =============================================================================($imported ||= {})[:Theo_InteractNotif] = true# =============================================================================# Change Logs:# -----------------------------------------------------------------------------# 2014.05.30 - Change notetag to be more reasonable# 2013.08.21 - Bugfix when changing map# 2013.08.04 - Bugfix at Event Page Condition# 2013.07.24 - Finished script# ==============================================================================begin Introduction : This script displays notification text over event. Only event with action button as trigger and not an empty event will be displaying the text How to use : Put this script below material but above main Put comments in event in this format <interact: notif> So, it will display the notification text Terms of Use : Credit me, TheoAllen. You are free to edit this script by your own. As long as you don't claim it yours. For commercial purpose, don't forget to give me a free copy of the game.=end# =============================================================================# Configuration :# =============================================================================module THEO module Interact # Default text of hover notif. Set it to "" if you don't want to each # event displays notification DefaultNotif = "" # Opacity change per frame (not frame duration, remember) FadeSpeed = 20 # Higher value means, higher place over event Displacement = 15 # Maximum width of notification Width = 300 # Font settings FontName = ["Calibri"] FontSize = 18 FontBold = true FontItalic = false endend# =============================================================================# End of config. Unless you're a mighty scripting god, do not touch anything # pass this line. # =============================================================================class Game_Event < Game_Character attr_accessor :hover_notif alias theo_ihn_page_setting setup_page_settings def setup_page_settings theo_ihn_page_setting setup_hover_notif end def setup_hover_notif @hover_notif = THEO::Interact::DefaultNotif @list.each do |command| next unless command.code == 108 || command.code == 408 if command.parameters[0] =~ /<interact\s*:\s+(.*)>/i @hover_notif = $1.to_s end end end def list_is_empty? list.all? do |command| command.code == 0 || command.code == 108 || command.code == 408 || command.code == 118 end end def trigger_is_possible? return false if list_is_empty? return false if trigger != 0 return true end def meet_with_player? return in_front_of_player? if normal_priority? return below_or_above_player? end def in_front_of_player? self.x == $game_player.front_x && self.y == $game_player.front_y end def below_or_above_player? self.x == $game_player.x && self.y == $game_player.y end def showing_hover_notif? return false unless @hover_notif return false if @hover_notif.empty? return false if @erased return false if $game_map.interpreter.running? return trigger_is_possible? && meet_with_player? end endclass Game_Player < Game_Character def front_x $game_map.round_x_with_direction(@x,@direction) end def front_y $game_map.round_y_with_direction(@y,@direction) end endclass Window_InteractNotif < Window_Base include THEO::Interact def initialize(event) super(0,0,Width,fitting_height(1)) self.opacity = 0 self.contents_opacity = 0 @event = event setup_font update_placement refresh end def setup_font font = contents.font font.size = FontSize font.name = FontName font.bold = FontBold font.italic = FontItalic end def refresh contents.clear @text = @event.hover_notif draw_text(contents.rect,@text,1) end def update super update_placement update_opacity refresh if need_refresh? end def update_placement self.x = @event.screen_x - self.width/2 self.y = @event.screen_y - self.height - Displacement end def update_opacity if @event.showing_hover_notif? update_fadein else update_fadeout end end def need_refresh? @text != @event.hover_notif end def line_height FontSize end def fade_speed return FadeSpeed end def update_fadein self.contents_opacity += fade_speed end def update_fadeout self.contents_opacity -= fade_speed end endclass Scene_Map < Scene_Base alias theo_ihn_start start def start theo_ihn_start create_hover_notif_window end def create_hover_notif_window @notif_windows = [] $game_map.events.values.each do |event| @notif_windows.push(Window_InteractNotif.new(event)) end end alias theo_ihn_update update def update theo_ihn_update update_notif_windows end def update_notif_windows @notif_windows.each do |window| window.update end end alias theo_ihn_dispose_all dispose_all_windows def dispose_all_windows theo_ihn_dispose_all dispose_hover_notif end def dispose_hover_notif @notif_windows.each do |window| window.dispose end end alias theo_ihn_pre_trans pre_transfer def pre_transfer theo_ihn_pre_trans dispose_hover_notif end alias theo_ihn_post_trans post_transfer def post_transfer create_hover_notif_window theo_ihn_post_trans end end
Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
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