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Help-Letter by Letter text

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pokeball GAXOfflineMale
**
Rep:
Level 88
The Laughing Man
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.
Stand alone from mainstream society, be the different voice in a world where all speak the same.  Beat not to the rythm of the same drum, make your own rythm and follow it.  Individuality is the method by which we people live, the factor which keeps us from a hive mind, a singularity.  Instrumentality is not key, the key is accepting the difference of people and allowing their differences to flourish, not to suppress these differences and make everyone equal, for in pure equality, we lose what makes us who we are, our humanity.

*
I love Firerain
Rep:
Level 97
=D
You mean like those detective things--

Mission 1

it comes like laser 1 by 1 ?
Arlen is hot.

***
Rep:
Level 89
I am yourself!
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

Code: [Select]
#------------------------------------------------------------------------------
# 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

Code: [Select]
#------------------------------------------------------------------------------
# End SDK Enabled Test
#------------------------------------------------------------------------------
end
Symphony of Alderra : Memoirs of Life

Storyline : 200% (Overimaginatives)
Scripting : 100% (At last...)
Eventing  : 100%
Mapping   : 0.125%

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Here is also one if it doesn't work. IDK who made it. =/

Code: [Select]
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
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