Some Popup 2.8

mikb89

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Primarily Uses
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 (800 KB)

http://www.mediafire.com/?mmg50jxofjq9jtl

Script

Code:
# Some Popup v 2.8
# XP 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", "046-Book01", 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", "046-Book01", 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", "010-Item01", 100, 100]
   #  POPUP_SOUND = ["BGM", "023-Town01", 100, 100]
   #  POPUP_SOUND = ["BGS", "016-Drips01", 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
  #--------------------------------------------------------------------------
#class Game_Player#def initialize()
  def initialize
    super
    @town_sprite = nil
    @town_text = ""
    reset_audio
    @town_ex_audio = [nil, ""]
    @sync_event = nil
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
#class Game_Player#def update() <- rewritten
  def update
    # Remember whether or not moving in local variables
    last_moving = moving?
    # If moving, event running, move route forcing, and message window
    # display are all not occurring
    unless moving? or $game_system.map_interpreter.running? or
           @move_route_forcing or $game_temp.message_window_showing
      # Move player in the direction the directional button is being pressed
      move_by_input # Edited from the original
    end
    # Remember coordinates in local variables
    last_real_x = @real_x
    last_real_y = @real_y
    super
    # Some Popup addition START
    update_town_sprite
    # Some Popup addition END
    # If character moves down and is positioned lower than the center
    # of the screen
    if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
      # Scroll map down
      $game_map.scroll_down(@real_y - last_real_y)
    end
    # If character moves left and is positioned more let on-screen than
    # center
    if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
      # Scroll map left
      $game_map.scroll_left(last_real_x - @real_x)
    end
    # If character moves right and is positioned more right on-screen than
    # center
    if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
      # Scroll map right
      $game_map.scroll_right(@real_x - last_real_x)
    end
    # If character moves up and is positioned higher than the center
    # of the screen
    if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
      # Scroll map up
      $game_map.scroll_up(last_real_y - @real_y)
    end
    # If not moving
    unless moving?
      # If player was moving last time
      if last_moving
        # Event determinant is via touch of same position event
        result = check_event_trigger_here([1,2])
        # If event which started does not exist
        if result == false
          # Disregard if debug mode is ON and ctrl key was pressed
          unless $DEBUG and Input.press?(Input::CTRL)
            # Encounter countdown
            if @encounter_count > 0
              @encounter_count -= 1
            end
          end
        end
      end
      # If C button was pressed
      if Input.trigger?(Input::C)
        # Same position and front event determinant
        check_event_trigger_here([0])
        check_event_trigger_there([0,1,2])
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Part of the update
  #--------------------------------------------------------------------------
#class Game_Player#def update_town_sprite()
  def update_town_sprite
    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
          sx = @sync_event.x - @x
          sy = @sync_event.y - @y
          remove_town_sprite if Math.hypot(sx, sy) > 2
        end
      end
      rem = false
      @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[0] != nil
        if @audiowait > 0
          @audiowait -= 1
        elsif @audiowait == 0
          if @town_audio[0] != nil
            $game_system.method("#{@town_audio[1]}_play").call(@town_audio[0])
            if @town_ex_audio[1] != @town_audio[1]
              $game_system.method("#{@town_ex_audio[1]}_play").call(@town_ex_audio[0])
              @town_ex_audio = [nil, ""]
            end
            reset_audio if @town_audio[0].name != SPOP::POPUP_SOUND[1]
          end
          @audiowait = -1
        end
      end
      remove_town_sprite(true) if rem
    end
  end
  #--------------------------------------------------------------------------
  # * Popup removal at straighten (scene change)
  #--------------------------------------------------------------------------
if method_defined?(:straighten)
  alias_method(:straighten_b4_spop, :straighten) unless method_defined?(:straighten_b4_spop)
end
#class Game_Player#def straighten() <- aliased/added
  def straighten
    remove_town_sprite(true)
    if respond_to?(:straighten_b4_spop)
      straighten_b4_spop
    else
      super
    end
  end
  #--------------------------------------------------------------------------
  # * Player has moved?
  #--------------------------------------------------------------------------
  alias_method(:increase_steps_b4_spop, :increase_steps) unless method_defined?(:increase_steps_b4_spop)
#class Game_Player#def increase_steps() <- aliased
  def increase_steps
    increase_steps_b4_spop
    @move_failed = false
  end
  #--------------------------------------------------------------------------
  # * Processing of Movement via input from the Directional Buttons
  #--------------------------------------------------------------------------
#class Game_Player#def move_by_input()
  def move_by_input
    x, y = self.x, self.y
    @move_failed = true
    case SPOP::WALK_8_DIR ? Input.dir8 : Input.dir4
    when 1
      move_lower_left
      if @move_failed
        check_town(x-1, y+1)
      else
        check_town(x-2, y+2)
      end
    when 2
      move_down
      if @move_failed
        check_town(x, y+1)
      else
        check_town(x, y+2)
      end
    when 3
      move_lower_right
      if @move_failed
        check_town(x+1, y+1)
      else
        check_town(x+2, y+2)
      end
    when 4
      move_left
      if @move_failed
        check_town(x-1, y)
      else
        check_town(x-2, y)
      end
    when 6
      move_right
      if @move_failed
        check_town(x+1, y)
      else
        check_town(x+2, y)
      end
    when 7
      move_upper_left
      if @move_failed
        check_town(x-1, y-1)
      else
        check_town(x-2, y-2)
      end
    when 8
      move_up
      if @move_failed
        check_town(x, y-1)
      else
        check_town(x, y-2)
      end
    when 9
      move_upper_right
      if @move_failed
        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
          $game_system.method("#{@town_audio[1]}_stop").call if @town_audio[1] != ""
          $game_system.method("#{@town_ex_audio[1]}_play").call(@town_ex_audio[0]) if @town_ex_audio[1] != ""
        end
        @town_ex_audio = [nil, ""]
        @town_sprite.dispose
        @town_sprite = nil
        @sync_event = nil
      else
        @town_sprite.z = 5
        unless ["se", "me", ""].include?(@town_audio[1])
          $game_system.method("#{@town_audio[1]}_fade").call(4)
        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 :
                    RPG::AudioFile.new(spn[1], spn[2], spn[3]),
                    spn[0].downcase]
  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_system.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[0] != 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
              if ["bgm", "bgs"].include?(@town_audio[1])
                @town_ex_audio = [$game_system.method("playing_#{@town_audio[1]}").call,
                                  @town_audio[1]]
              else
                @town_ex_audio[0] = nil
              end
              if @town_ex_audio[0] != nil
                $game_system.method("#{@town_ex_audio[1]}_fade").call(4)
                @audiowait = 4
              else
                $game_system.method("#{@town_audio[1]}_play").call(@town_audio[0])
                reset_audio if arr != nil
              end
            end
          end
        end
      end
    end
    remove_town_sprite unless result
    return result
  end
end

if SPOP::AUTO_REMOVE_AT_TRANSFER
class Scene_Map
  #--------------------------------------------------------------------------
  # * Removing of town sprite when changing map
  #--------------------------------------------------------------------------
  alias_method(:transfer_player_b4_spop, :transfer_player) unless method_defined?(:transfer_player_b4_spop)
#class Scene_Map#def transfer_player() <- aliased
  def transfer_player
    $game_player.remove_town_sprite(true, false)
    transfer_player_b4_spop
  end
end
end

class Game_Map
  #--------------------------------------------------------------------------
  # * Get event list in x, y
  #--------------------------------------------------------------------------
#class Game_Map#def events_xy(x, y)
  unless method_defined?(:events_xy)
  def events_xy(x, y)
    result = []
    for event in $game_map.events.values
      result.push(event) if event.x == x and event.y == y
    end
    return result
  end
  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
 
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I've got an error massage when I want a popup using picture ?? :(
 

slimmmeiske2

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Cerylia, what's the exact error message you're getting? Without it, none of us can help you.
 
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Can you help me? This is the error message.

Script 'some Popup 2.8' line 419: NameError occured.

uninitialized constant Game_Player::Cache
 
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You're welcome. I always love to help people with scripts. :) At least if they're not impossible, like a full abs or something.
 
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Can somebody add a script call to add back the popup? That would be the opposite of "$game_player.remove_town_sprite" which removes it. Thanks in advance.
 

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