Synopsis

Syltti

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This is something I think any game should have. I'd like a menu/scene that shows the main story's current synopsis. A simpler way of explaining this would be to call it a journal entry. I've found a few scripts out there, and the closest thing to what I'm looking for would be the XS Journal script, which I haven't tinkered with at all yet, but I'm not sure if it can display a simple synopsis instead of being a fancier quest log.

Reason for having this is simple: If dialogue in-game tells you where to go, but doesn't hint as to where the place is, putting a game down for a while due to life making you its ***** and you come back and don't remember what's going on, ect.

I'm not sure if there's already a script that does exactly what I need it to out there. If there is, would someone mind pointing me in its direction? If not, I'd really appreciate someone making this~

Thanks~

[Edit] I'm not sure if it'd be possible to do a chronology (having a list of all Synopsis entries) as that might lead to lag when a lot of entries get in there. At least, I'm pretty sure that'd lead to lag, but if it's possible to work in, even better~
 
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Evgenij

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So you want something like this?

123123213432543 6456765876897987098098098.png
 

Syltti

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Yeah, something like that. Sorry, I should've made a layout when I posted this. xD



Also something to note: by "Selected" I mean you have to use a action button (Z or Enter) to select that synopsis and have it's contents displayed.
 
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kerbonklin

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More like something like this I think. (Screenshot taken from Lunar Wish - Orbs of Fate, which is VX version btw)

synopsis.png
 
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Evgenij

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Do you want to add a synopsis trough event per scriptcall like this: add_synopsis(title,text)

or do you want to predefine all you synopsis in the script and later call it via scriptcall: synopsis(ID,true)

where ID would be the ID of the predefined Synopsis and you can set it to true or false so it will be shown in the synopsis window or not shown.

*edit*

I found this:http://www.rpgmakervxace.net/topic/18719-dbchests-datalog/?hl=synopsis

If its not what you want I will Script you a Custom.
 
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Syltti

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Ah. That's a tough one. I think add_synopsis(title,text) would be best as I could make the synopsis on the spot.
 

Reedo

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Just curious, but wouldn't this all be something you would write out ahead of time?  I mean, wouldn't be easier to enter all of the data into a text file or something and then load it into the script?  Or do you actually need to be able to edit the entries at run time?
 

Syltti

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I could write them out ahead of time. It's just that I'd like to type it up as I'm doing the events is all.

@eugene, I'll take a look at it. If it's not quite what I'm looking for, I'll PM you.

[Edit] Yeah.. this script is a bit confusing, though I've figured out how to use it. I'd still prefer to create entries all together via a script call, so, eugene, I'll ask you to make a custom script.
 
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TheoAllen

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Nice idea. If eugene was already written the script for you, I'm going to write it for my own then
 

Evgenij

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Im finished, there could be some bugs, because I wrote it in 10 min but I dont think, for me its working. I will check the code again and If Im sure that there wont be any bugs I will post the script here. Where do you want to Include the Synopsis Scene? In the normal menu or are you using a custom one? Or do you want to call the scene via Script-Call?

asdasdsadsadsadsadsad1.png

Is it like you want or do I need to add another window at the top for the synopsis title?

Do you want to write long texts, so the synopsis should be scrollable?
 
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Syltti

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I'm using Galv's Menu Theme Engine, so I'll be putting it there. Take a look at the layout I drew earlier; 1 window for the list of syniposis titles, one window to display the selected title (selected by either hitting Z or Enter), then the last window showing the synopsis.

And yes, having scrollable synopsis would be wonderful~ I intend to have some entries be like journal entries from my characters, so some of them may turn out to be somewhat long.
 
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orochii

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Ummm, maybe this could illustrate another way to do this. It's the diary I did for my game. It's pretty much inspired in one of the Pokémon games (was it Diamond/Pearl/Platinum?).


Top is seen from menu. Bottom is what you see when you load your game.
It's a scrollable diary. Top entries are recent ones. Each entry includes the date in which it was, let's say, unlocked. Thing is, every important event can unlock these. What I save on the savefile (heh) is just a string for date + an ID for the entry.

Scrolling is easy. You just need to change the Window#oy property. The part that could make more trouble is if your entries can be multi-line, so you need something to determine the total amount of lines, and multiply it by the line height. That would be the max oy.

After that, it's just something like this in actual ruby:

if down pressed?: oy+8

if up pressed?: oy-8

if oy>max_oy: oy=max_oy

if oy<0: oy=0

Another thing that can save you a lot of trouble is looking for a scripting tool for wrapped text (forgive me if Ace actually has that implemented, I'm not a savvy in Ace stuff -but yeah, look for wrapping text in Ace, that will make your life easier while making multiline entries <3-).

Hope you get it working, GL and cheers,

OZ
 
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Evgenij

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I was on work, I had finished the Script some hours ago. I have tested it once more now and made a demo.

the commands:

add_synopsis("Title", "Text")        to add a new entry

add_synopsis("Title", "Text", :+)   to add new text to an existing synopsis

remove_synopsis("Title")             to remove a synopsis, maybe you need it.

Auto Wrapping is build in and you can use the standard maker text commands example: \n, \c[X], \}

but you need to write them with two "\": \\n, \\c[X], \\} etc.

In the config section you can set the font of the Title Window Text and the Color if you need.

Report any bugs, etc, I have found none.

Project11.rar
 

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Syltti

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Sweet, thank you, eugene~ I'll give it a shot and get back to you if I find anything!
 

Evgenij

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I have made a stupid mistake haha.

Pls change this

def refresh contents.clear contents.font.size = TitleFontSize contents.font.color = Color.new(@c1,@c2,@c3,255) if TitleFontColor rect = Rect.new(self.x, self.y, self.contents.width,contents.height) draw_text(rect,@text.to_s,0) endto this:

def refresh contents.clear contents.font.size = TitleFontSize contents.font.color = Color.new(@c1,@c2,@c3,255) if TitleFontColor rect = Rect.new(0, 0, contents.width,contents.height) draw_text(rect,@text.to_s, 1) endHaha
 
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Syltti

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[Edit] Lawl. Looks at the code wrong.

[Edit2] Ah, it centered it. Thanks. xD
 
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Reedo

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FWIW, I've create a simple re-usable text window and basic "journal view" scene here:

http://forums.rpgmakerweb.com/index.php?/topic/18424-rstw-reedos-scrolling-text-window/

With this script you could write out all of your synopsis entries ahead of time in a text file.  You could include slash commands to provide various formatting like size and color.  Then you could have a single game variable whose value gets updated throughout your game.  The synopsis scene would only show the number of entries dictated by the value of the game variable.

Just another option for anyone who might be looking for this kind of functionality.
 

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