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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: GAX on October 26, 2006, 05:46:55 AM

Title: Help-Letter by Letter text
Post by: GAX on October 26, 2006, 05:46:55 AM
Hiya, simple request. I just need a Letter by Letter script, something that will make the text appear letter by letter. I know this is available in some SDK style AMS scripts that tell you how to remove the SDK requirements, but everytime I try it, it fails, so I need something that won't need an SDK and will run the way I need it to, since I have scripts that will NOT run under SDK.
Title: Re: Help-Letter by Letter text
Post by: Nightwolf on October 26, 2006, 06:07:58 AM
You mean like those detective things--

Mission 1

it comes like laser 1 by 1 ?
Title: Re: Help-Letter by Letter text
Post by: Sthrattoff on October 28, 2006, 04:44:20 AM
Hey, try to search on hbgames.org on submitted RGSS script.
Search there, here's the keyword = letter by letter
Download the demo
Open the script on the demo
Copy it
And remove these lines

#------------------------------------------------------------------------------
# SDK log
#------------------------------------------------------------------------------
SDK.log('Letter by Letter Message Window', 'Slipknot', '1.1', '16.08.06')

#------------------------------------------------------------------------------
# Begin SDK Enabled Check
#------------------------------------------------------------------------------
if SDK.state('Letter by Letter Message Window')


and this line on the last part of the script

#------------------------------------------------------------------------------
# End SDK Enabled Test
#------------------------------------------------------------------------------
end
Title: Re: Help-Letter by Letter text
Post by: Blizzard on October 28, 2006, 05:15:58 PM
Here is also one if it doesn't work. IDK who made it. =/


class Window_Message < Window_Selectable
# ------------------------------------
  def initialize
    super(80, 304, 480, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    if $fontface != nil
      self.contents.font.name = $fontface
    elsif $defaultfonttype != nil
      self.contents.font.name = $defaultfonttype
    end
    self.visible = false
    self.z = 9998
    @update_text = true
    @fade_in = false
    @fade_out = false
    @contents_showing = false
    @cursor_width = 0
    self.active = false
    self.index = -1
  end
# ------------------------------------
  def dispose
    terminate_message
    $game_temp.message_window_showing = false
    if @input_number_window != nil
      @input_number_window.dispose
    end
    super
  end
# ------------------------------------
  def terminate_message
    self.active = false
    self.pause = false
    self.index = -1
    self.contents.clear
    @update_text = true
    @contents_showing = false
    if $game_temp.message_proc != nil
      $game_temp.message_proc.call
    end
    $game_temp.message_text = nil
    $game_temp.message_proc = nil
    $game_temp.choice_start = 99
    $game_temp.choice_max = 0
    $game_temp.choice_cancel_type = 0
    $game_temp.choice_proc = nil
    $game_temp.num_input_start = 99
    $game_temp.num_input_variable_id = 0
    $game_temp.num_input_digits_max = 0
    if @gold_window != nil
      @gold_window.dispose
      @gold_window = nil
    end
  end
# ------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    @x = @y = 0
    @cursor_width = 0
    if $game_temp.choice_start == 0
      @x = 8
    end
    if $game_temp.message_text != nil
      @text = $game_temp.message_text
      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
      @text.gsub!(/\\\\/) { "\000" }
      @text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
      @text.gsub!(/\\[Gg]/) { "\002" }
    end
  end
# ------------------------------------
  def reset_window
    if $game_temp.in_battle
      self.y = 16
    else
      case $game_system.message_position
      when 0
        self.y = 16
      when 1
        self.y = 160
      when 2
        self.y = 304
      end
    end
    if $game_system.message_frame == 0
      self.opacity = 255
    else
      self.opacity = 0
    end
    self.back_opacity = 160
  end
# ------------------------------------
  def update_text
    if @text != nil
      while ((c = @text.slice!(/./m)) != nil)
        if c == "\000"
          c = "\\"
        end
        if c == "\001"
          @text.sub!(/\[([0-9]+)\]/, "")
          color = $1.to_i
          if color >= 0 and color <= 7
            self.contents.font.color = text_color(color)
          end
        end
        if c == "\002"
          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
          next
        end
        if c == "\n"
          if @y >= $game_temp.choice_start
            @cursor_width = [@cursor_width, @x].max
          end
          @y += 1
          @x = 0
          if @y >= $game_temp.choice_start
            @x = 8
          end
          next
        end
        self.contents.draw_text(4 + @x, 32 * @y, 40, 32, c)
        @x += self.contents.text_size(c).width
        $game_system.se_play($data_system.cursor_se)
        return
      end
    end
    if $game_temp.choice_max > 0
      @item_max = $game_temp.choice_max
      self.active = true
      self.index = 0
    end
    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
    @update_text = false
  end
# ------------------------------------
  def update
    super
    if @fade_in
      self.contents_opacity = 255
      if @input_number_window != nil
        @input_number_window.contents_opacity = 255
      end
      if self.contents_opacity == 255
        @fade_in = false
      end
    end
    if @input_number_window != nil
      @input_number_window.update
      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
        @input_number_window.dispose
        @input_number_window = nil
        terminate_message
      end
      return
    end
    if @contents_showing
      if @update_text
        update_text
        return
      end
      if $game_temp.choice_max == 0
        self.pause = true
      end
      if self.pause == true && Input.dir4 != 0
        terminate_message
      end
      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
        terminate_message if self.pause == true
      end
      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
    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
    if self.visible
      @fade_out = true
      self.opacity = 0
      if self.opacity == 0
        self.visible = false
        @fade_out = false
        $game_temp.message_window_showing = false
      end
      return
    end
  end
# ------------------------------------
  def update_cursor_rect
    if @index >= 0
      n = $game_temp.choice_start + @index
      self.cursor_rect.set(8, n * 32, @cursor_width, 32)
    else
      self.cursor_rect.empty
    end
  end
end