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RMRK RPG Maker Creation => Requests => Script Request => Topic started by: onfurom on February 10, 2012, 04:07:45 AM

Title: Face System Script Request [XP]
Post by: onfurom on February 10, 2012, 04:07:45 AM
Someone Plss Put a Script of FaceMessegeSystem!!! :(
for Doctor Todd:The Link that i downloaded there is no Script! Only Manual Script
Title: Re: Face System Script Request [XP]
Post by: yuyu! on February 10, 2012, 04:17:31 AM
Pardon me, moderate gentleman. I appear to have acquired a fragment of miscommunication from the request you have prepared upon this page. May I ask that you elaborate in this endeavor?
Title: Re: Face System Script Request [XP]
Post by: AbsoluteIce on February 10, 2012, 05:08:48 AM
Firstly, Please improve your grammar.
I'm not criticizing you, but it's better to improve it
to let people understand what you want.

Secondly, Here's the script I found on RPGRevolution..
#==============================================================================
#  Show Face on Message window with Emoticon option
#------------------------------------------------------------------------------
# By Nechigawara Sanzenin
# Orginal Show Face in Message Window from http://www.rpgrevolution.com/
# WARNING!! : This script can use on RPG Maker XP Only!! (VX Not Support)
#==============================================================================
=begin

How to Use Show Face Option:
Add "\f[FaceName]" To text in message control
FaceName must be the filename of a graphic file found in the directory
"Graphics\Pictures" of your RPG Maker XP project.
The file must be a PNG of 96X96 pixels.
You do not need to write the file extention.

How to Use Emoticon Option:
Add "\E[Number Of Emoticon]" To text in message control
The Emoticon Picture is in "Graphics\Picture".
when the line number of emoticonset is 1 , Number of Emoticon is 1.
when the line number of emoticonset is 2 , Number of Emoticon is 2.
Max of Number of Emoticon is 10.
You can set Emoticon's Picture Name at EMO_NAME.
You can set Emoticon's Position at EMO_X and EMO_y.
You can set frame rate at BALLOON_WAIT.
if the message window don't have face,Noting happen.

=end
#==============================================================================
class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  BALLOON_WAIT = 12
  EMO_NAME = "Balloon"
  EMO_X = 93
  EMO_Y = 15
  #--------------------------------------------------------------------------
  alias inc_initialize initialize
  def initialize
    inc_initialize
    @viewport = Viewport.new(0, 0, 544, 416)
    @viewport.z = z + 50
    @balloon_face = 0
    create_balloon
    @pic_show = false
  end
  #--------------------------------------------------------------------------
  def dispose
    terminate_message
    $game_temp.message_window_showing = false
    if @input_number_window != nil
      @input_number_window.dispose
    end
    dispose_balloon
    @viewport.dispose
    super
  end
  #--------------------------------------------------------------------------
  alias inc_terminate_message terminate_message
  def terminate_message
    inc_terminate_message
    @balloon_sprite.visible = false
    @pic_show = false
  end
  #--------------------------------------------------------------------------
def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    x = y = 0
    @cursor_width = 0
    # If the choices indentation is done
    if $game_temp.choice_start == 0
      x = 8
    end
    # When there is a message of the waiting of indication
    if $game_temp.message_text != nil
      text = $game_temp.message_text
      # check face graphic
      if (/\A\\[Ff]\[(.+?)\]/.match(text))!=nil then
       @face_file = $1 + ".png"
        if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
          self.contents.blt(0, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
          @pic_show = true
        end
        text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
      end
      # Control character processing
      begin
        last_text = text.clone
        text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
      end until text == last_text
      text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
        $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
      end
      # For convenience,"\\\\" convert to "\000"
      text.gsub!(/\\\\/) { "\000" }
      # "\\C" convert to "\001", "\\G" convert to "\002"
      text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      text.gsub!(/\\[Gg]/) { "\002" }
      text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\003[#{$1}]" }
      text.gsub!(/\\[Tt]\[([0-9]+)\]/) { "\004[#{$1}]" }
      text.gsub!(/\\[Zz]\[([0-9]+)\]/) { "\005[#{$1}]" }
      text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\006[#{$1}]" }
      # Until acquisition (letter becomes not be able to acquire 1 letter in c, the loop)
      phrase = ""
      while ((c = text.slice!(/./m)) != nil)
        # \\ = Show letter " \ "
        if c == "\000"
          # You reset to original letter
          c = "\\"
        end
        # \C = Change text color
        if c == "\001"
          # Modifying letter color
          text.sub!(/\[([0-9]+)\]/, "")
          color = $1.to_i
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
          # To the following letter
          next
        end
        # \G = Show window gold
        if c == "\002"
          nowwidth = self.contents.text_size(phrase).width
          self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase)
          x += nowwidth
          phrase = ""
          # Drawing up the Gold window dough
          if @gold_window == nil
            @gold_window = Window_Gold.new
            @gold_window.x = 560 - @gold_window.width
            if $game_temp.in_battle
              @gold_window.y = 192
            else
              @gold_window.y = self.y >= 128 ? 32 : 384
            end
            @gold_window.opacity = self.opacity
            @gold_window.back_opacity = self.back_opacity
          end
          # To the following letter
          next
        end
        # \F Change Font Face
        if c == "\003"
           text.sub!(/\[([0-9]+)\]/, "")
           fontface = $1.to_i
          case fontface
            when 1
              self.contents.font.name = "AngsanaUPC"
            when 2
              self.contents.font.name = "BrowalliaUPC"
            when 3
              self.contents.font.name = "CordiaUPC"
            when 4
              self.contents.font.name = "DilleniaUPC"
            when 5
              self.contents.font.name = "EucrosiaUPC"
            when 6
              self.contents.font.name = "FreesiaUPC"
            when 7
              self.contents.font.name = "IrisUPC"
            when 8
              self.contents.font.name = "JasmineUPC"
            when 9
              self.contents.font.name = "KodchiangUPC"
            when 10
              self.contents.font.name = "LilyUPC"
            when 11
              self.contents.font.name = "Microsoft Sans Serif"
            when 12
              self.contents.font.name = "Tahoma"
            else
              self.contents.font.name = $fontface
            end
            # To the following letter
          next
        end
        # \T Change Font Type
        if c == "\004"
          text.sub!(/\[([0-9]+)\]/, "")
          fonttype = $1.to_i
          case fonttype
            when 1
              self.contents.font.bold = true
              self.contents.font.italic = false
            when 2
              self.contents.font.bold = false
              self.contents.font.italic = true
            when 3
              self.contents.font.bold = true
              self.contents.font.italic = true
            else
              self.contents.font.bold = false
              self.contents.font.italic = false
            end
            # To the following letter
          next
        end
        # \Z Change Font Size
        if c == "\005"
         text.sub!(/\[([0-9]+)\]/, "")
         self.contents.font.size = [[$1.to_i, 12].max, 50].min
         c = ""
         next
       end
       # show emoticon
       if c == "\006"
         text.sub!(/\[([0-9]+)\]/, "")
          if @pic_show == true
            @balloon_face = $1.to_i
            refresh_balloon
          end
          c = ""
          next
       end
        # In case of line feed character
        if c == "\n"
          nowwidth = self.contents.text_size(phrase).width
          if @pic_show == true
            self.contents.draw_text (120 + x, 32 * y, nowwidth, 32, phrase)
          else
            self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase)
          end
          x += nowwidth
          phrase = ""
          # If the choices renewing the width of cursor
          if y >= $game_temp.choice_start
            @cursor_width = [@cursor_width, x].max
          end
          # y Adding 1
          y += 1
          x = 0
          # If the choices indentation is done
          if y >= $game_temp.choice_start
            x = 8
          end
          # To the following letter
          next
        end
        # Drawing letter
        # Adding the width of the letter which is drawn in x
        phrase.concat (c)
      end
      if phrase != ""
        nowwidth = self.contents.text_size(phrase).width
        if @pic_show == true
          self.contents.draw_text (120 + x, 32 * y, nowwidth, 32, phrase)
        else
           self.contents.draw_text (4 + x, 32 * y, nowwidth, 32, phrase)
         end
        x += nowwidth
        phrase = ""
        end
    end
    # In case of choices
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active = true
      self.index = 0
    end
    # In case of numerical input
    if $game_temp.num_input_variable_id > 0
      digits_max = $game_temp.num_input_digits_max
      number = $game_variables[$game_temp.num_input_variable_id]
      @input_number_window = Window_InputNumber.new(digits_max)
      @input_number_window.number = number
      @input_number_window.x = self.x + 8
      @input_number_window.y = self.y + $game_temp.num_input_start * 32
    end
  end
  #--------------------------------------------------------------------------
  def update
    super
    # In case of fading in
    update_balloon
    if @fade_in
      self.contents_opacity += 24
      if @input_number_window != nil
        @input_number_window.contents_opacity += 24
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
      return
    end
    # When it is in the midst of numerical inputting
    if @input_number_window != nil
      @input_number_window.update
      # Decision
      if Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        $game_variables[$game_temp.num_input_variable_id] =
          @input_number_window.number
        $game_map.need_refresh = true
        # Releasing the numerical input window
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    # When it is in the midst of message indicating
    if @contents_showing
      # If it is not in the midst of indicating the choices, indicating pause sign
      if $game_temp.choice_max == 0
        self.pause = true
      end
      # Cancellation
      if Input.trigger?(Input::B)
        if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
          $game_system.se_play($data_system.cancel_se)
          $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
          terminate_message
        end
      end
      # Decision
      if Input.trigger?(Input::C)
        if $game_temp.choice_max > 0
          $game_system.se_play($data_system.decision_se)
          $game_temp.choice_proc.call(self.index)
        end
        terminate_message
      end
      return
    end
    # While fading out when there is a message or choices of the waiting of indication at other than
    if @fade_out == false and $game_temp.message_text != nil
      @contents_showing = true
      $game_temp.message_window_showing = true
      reset_window
      refresh
      Graphics.frame_reset
      self.visible = true
      self.contents_opacity = 0
      if @input_number_window != nil
        @input_number_window.contents_opacity = 0
      end
      @fade_in = true
      return
    end
    # There is no message which it should indicate, but when the window is visible state
    if self.visible
      @fade_out = true
      self.opacity -= 48
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  def create_balloon
    dispose_balloon
    @balloon_duration = 8 * 8 + BALLOON_WAIT
    @balloon_sprite = ::Sprite.new(@viewport)
    @balloon_sprite.bitmap = RPG::Cache.picture(EMO_NAME)
    @balloon_sprite.ox = 16
    @balloon_sprite.oy = 32
    @balloon_sprite.visible = false
    update_balloon
  end
  #--------------------------------------------------------------------------
  def refresh_balloon
    if @balloon_face == 0 or @balloon_face > 10
      @balloon_sprite.visible = false
    else
      @balloon_sprite.visible = true
    end
    update_balloon
  end
  #--------------------------------------------------------------------------
  def update_balloon
    if @balloon_duration > 0
      @balloon_duration -= 1
      if @balloon_duration == 0
        @balloon_duration = 8 * 8 + BALLOON_WAIT
        @balloon_duration -= 1
      else
        @balloon_sprite.x = x + EMO_X
        @balloon_sprite.y = y + EMO_Y
        @balloon_sprite.z = z + 50
        if @balloon_duration < BALLOON_WAIT
          sx = 7 * 32
        else
          sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32
        end
        sy = (@balloon_face - 1) * 32
        @balloon_sprite.src_rect.set(sx, sy, 32, 32)
      end
    end
  end
  #--------------------------------------------------------------------------
  def dispose_balloon
    if @balloon_sprite != nil
      @balloon_sprite.dispose
      @balloon_sprite = nil
    end
  end
end


How to Use Show Face Option:
Add "\f[FaceName]" To text in message control
FaceName must be the filename of a graphic file found in the directory
"Graphics\Pictures" of your RPG Maker XP project.
The file must be a PNG of 96X96 pixels.
You do not need to write the file extention.

How to Use Emoticon Option:
Add "\E[Number Of Emoticon]" To text in message control
The Emoticon Picture is in "Graphics\Picture".
when the line number of emoticonset is 1 , Number of Emoticon is 1.
when the line number of emoticonset is 2 , Number of Emoticon is 2.
Max of Number of Emoticon is 10.
You can set Emoticon's Picture Name at EMO_NAME.
You can set Emoticon's Position at EMO_X and EMO_y.
You can set frame rate at BALLOON_WAIT.
if the message window don't have face,Noting happen.

If you use this, Credit Nechigawara Sanzenin.