ForeverZer0
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« on: July 07, 2010, 03:26:47 AM » |
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Journal Authors: ForeverZer0 Version: 2.4 Type: Misc. Add-On Key Term: Misc Add-on IntroductionI wrote this script after seeing a request here on CP for something similar. It basically just allows the player to view a Journal that show the player information about people they have encountered and places they have visited. Can also log weapons, armors, and items. Features- Easy to use/configure
- Will log people, places, weapons, armors, and items seperately
- Configurable what type of entries you would like to log
- Configurable layout
- Option to use pictures
- Fully compatible "stats" you want the system to display.
Screenshots DemoNone. ScriptHere. #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # Journal # Author: ForeverZer0 # Version: 2.4 # Data: 12.30.2010 #+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ # # Introduction: # I wrote this script after seeing a request here on CP for something similar. # It basically just allows the player to view a Journal that show the player # information about people they have encountered and places they have visited. # Can also log weapons, armors, and items. # # Features: # - Easy to use/configure # - Nice simple interface # - Will log people, places, weapons, armors, and items seperately # - Configurable what type of entries you would like to log. # - Configurable layout # - Option to use pictures # - Fully compatible "stats" you want the system to display. # # Instructions: # - Place script in the usual place. # - All configuration is below, and explained in each section. # - All pictures must be in folder labeled "Journal" within your game's # Picture folder. # - All you have to do is assign arbitrary "ids" to each person and location # respectively. After you have completed configuration, when you want the # person/place to be added to the Journal, use these script calls: # # Journal.add_character(ID) # Journal.add_location(ID) # Journal.add_weapon(ID) # Journal.add_armor(ID) # Journal.add_item(ID) # # You can also delete entries in the same way: # # Journal.delete_character(id) # Journal.delete_location(id) # Journal.delete_weapon(id) # Journal.delete_armor(id) # Journal.delete_item(id) # # Where the "ID" is the number you assigned to each. # - To call the scene, use this script call: # # $scene = Scene_Journal.new # # - The script comes with a fix for those who like to use smaller text sizes # (like myself), which will allow for more information to be displayed on # the screen at once. # - If you would like to change the look up a little bit, just change around # the X and Y values in Window_Journal. # # Credits/Thanks: # - ForeverZer0, for the script. # #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= # BEGIN CONFIGURATION #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
module Journal # If true, a line height of 20 pixels will be used, which looks better with # smaller font sizes. SMALL_TEXT = true # The width of the entry list used for Scene_Journal. The other windows will # automatically adjust to this width. LIST_WIDTH = 192 # Define what aspects of the journal you would like to use. Choose from the # values listed below and add them to the array. DO NOT change the values. # Omit values for types you do not want to use. # 'People' - 'Places' - 'Weapons' - 'Armors' - 'Items' LIST_ORDER = ['People', 'Places', 'Weapons', 'Armors', 'Items'] # Configure if you would like for items, weapons, and armors to be unlocked # automatically when they are first aquired by the player. If using this # options, IDs MUST match the IDs used in the Database. You will also need to # manually add anything the player begins with at game start. AUTO_WEAPONS = true AUTO_ARMORS = true AUTO_ITEMS = true #------------------------------------------------------------------------------- CHARACTER_STATS = ['Name:', 'Race:', 'Age:', 'Height:', 'Weight:'] # Configure the values used for the above array for each character. Just make # sure the value that corresponds to each stat is at the same index in the []. # Just make sure that the first stat is the name, it will be used on the menu # to select which character/location will be viewed. def self.character_info(id) info = case id when 1 then ['Aluxes', 'Human', '19', '5\'10"', '165 lbs.'] when 2 then ['Hilda', 'Human', '20', '5\'5"', '113'] when 3 then ['Basil', 'Human', '24', '6\'0"', '187 lbs.'] end return info != nil ? info : [] end # Short paragraph/description of character. Uses Blizzard's slice_text method # to automatically break to next line when needed, so do not concern yourself # with that. def self.character_bio(id) text = case id when 1 'Our everyday hero, that seems to make an appearance in every demo.' when 2 'Random witch girl.' when 3 'Another RPGXP character.' end return text != nil ? text : '' end #------------------------------------------------------------------------------- LOCATION_STATS = ['Name:', 'Country:'] # Configure the values used for the above array for each location. Just make # sure the value that corresponds to each stat is at the same index in the []. # Just make sure that the first stat is the name, it will be used on the menu # to select which character/location will be viewed. def self.location_info(id) info = case id when 1 then ['New York', 'USA'] when 2 then ['Ohio', 'USA'] when 3 then ['Iowa', 'Who cares...'] end return info != nil ? info : [] end # Short paragraph/description of location. Uses Blizzard's slice_text method # to automatically break to next line when needed, so do not concern yourself # with that. def self.location_bio(id) return case id when 1 'The state north of Pennsylvania.' when 2 'The state west of Pennsylvania.' when 3 'A boring state.' else '' end end #------------------------------------------------------------------------------- WEAPON_STATS = ['Name:', 'Origin:'] def self.weapon_info(id) text = case id when 1 then ['Bronze Sword', 'Everywhere.'] when 2 then ['Iron Sword', 'Right here.'] when 3 then ['Mythril Sword', 'Blah blah.'] end end def self.weapon_bio(id) return case id when 1 'Simple sword. Seems to be the standard that all RPG games have the hero start with.' when 2 'Slighly better than the Bronze sword.' when 3 'Yet another sword that is in almost every RPG.' else '' end end #------------------------------------------------------------------------------- ARMOR_STATS = ['Name:', 'Origin:'] def self.armor_info(id) text = case id when 1 then ['', ''] when 2 then ['', ''] when 3 then ['', ''] end end def self.armor_bio(id) return case id when 1 '' when 2 '' when 3 '' else '' end end #------------------------------------------------------------------------------- ITEM_STATS = ['Name:', 'Origin:'] def self.item_info(id) text = case id when 1 then ['', ''] when 2 then ['', ''] when 3 then ['', ''] end end def self.item_bio(id) return case id when 1 '' when 2 '' when 3 '' else '' end end #-------------------------------------------------------------------------------
# Set the following to true if you would loke pictures to be displayed for # the respective type of Journal entries. They will be defined below. CHARACTER_PIC = true LOCATION_PIC = true WEAPON_PIC = true ARMOR_PIC = true ITEM_PIC = true # Filenames of character pictures. def self.character_pic(id) file = case id when 1 then 'Aluxes' when 2 then 'Hilda' when 3 then 'Basil' end return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1) end # Filenames of location pictures. def self.location_pic(id) file = case id when 1 then '' when 2 then '' when 3 then '' end return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1) end # Filename of weapon pictures. def self.weapon_pic(id) file = case id when 1 then '' when 2 then '' when 3 then '' end return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1) end # Filename of weapon pictures. def self.armor_pic(id) file = case id when 1 then '' when 2 then '' when 3 then '' end return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1) end
# Filenames of item pictures. def self.item_pic(id) file = case id when 1 then '' when 2 then '' when 3 then '' end return file != nil ? RPG::Cache.picture("Journal/#{file}") : Bitmap.new(1,1) end
#=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= # END CONFIGURATION #=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
def self.add_character(id) unless $game_system.journal['People'].include?(id) $game_system.journal['People'].push(id) $game_system.journal['People'].sort! end end def self.add_location(id) unless $game_system.journal['Places'].include?(id) $game_system.journal['Places'].push(id) $game_system.journal['Places'].sort! end end def self.add_weapon(id) unless $game_system.journal['Weapons'].include?(id) $game_system.journal['Weapons'].push(id) $game_system.journal['Weapons'].sort! end end def self.add_armor(id) unless $game_system.journal['Armors'].include?(id) $game_system.journal['Armors'].push(id) $game_system.journal['Armors'].sort! end end def self.add_item(id) unless $game_system.journal['Items'].include?(id) $game_system.journal['Items'].push(id) $game_system.journal['Items'].sort! end end
def self.delete_character(id) $game_system.journal['People'].delete(id) $game_system.journal['People'].sort! end def self.delete_location(id) $game_system.journal['Places'].delete(id) $game_system.journal['Places'].sort! end def self.delete_weapon(id) $game_system.journal['Weapons'].delete(id) $game_system.journal['Weapons'].sort! end def self.delete_armor(id) $game_system.journal['Armors'].delete(id) $game_system.journal['Armors'].sort! end def self.delete_item(id) $game_system.journal['Items'].delete(id) $game_system.journal['Items'].sort! end end
#=============================================================================== # ** Game_System #===============================================================================
class Game_System attr_accessor :journal alias zer0_journal_init initialize def initialize zer0_journal_init @journal = {} Journal::LIST_ORDER.each {|key| @journal[key] = [] } end def journal_entries(type) entries = [] case type when 'People' @journal[type].each {|id| entries.push(Journal.character_info(id)[0]) } when 'Places' @journal[type].each {|id| entries.push(Journal.location_info(id)[0]) } when 'Weapons' @journal[type].each {|id| entries.push(Journal.weapon_info(id)[0]) } when 'Armors' @journal[type].each {|id| entries.push(Journal.armor_info(id)[0]) } when 'Items' @journal[type].each {|id| entries.push(Journal.item_info(id)[0]) } end return entries.empty? ? ['None'] : entries end end
#=============================================================================== # ** Game_Party #===============================================================================
class Game_Party alias zer0_auto_add_weapon gain_weapon def gain_weapon(weapon_id, n) # Unlock weapon ID if recieved. if Journal::AUTO_WEAPONS& ![nil, 0].include?(weapon_id) Journal.add_weapon(weapon_id) end zer0_auto_add_weapon(weapon_id, n) end
alias zer0_auto_add_armor gain_armor def gain_armor(armor_id, n) # Unlock armor ID if recieved. if Journal::AUTO_ARMORS && ![nil, 0].include?(armor_id) Journal.add_armor(armor_id) end zer0_auto_add_armor(armor_id, n) end alias zer0_auto_add_item gain_item def gain_item(item_id, n) # Unlock item ID if recieved. if Journal::AUTO_ITEMS && ![nil, 0].include?(item_id) Journal.add_item(item_id) end zer0_auto_add_item(item_id, n) end end
#=============================================================================== # ** Bitmap (slice_text method by Blizzard) #===============================================================================
class Bitmap def slice_text(text, width) words = text.split(' ') return words if words.size == 1 result, current_text = [], words.shift words.each_index {|i| if self.text_size("#{current_text} #{words[i]}").width > width result.push(current_text) current_text = words[i] else current_text = "#{current_text} #{words[i]}" end result.push(current_text) if i >= words.size - 1} return result end end
#=============================================================================== # ** Window_Journal #===============================================================================
class Window_Journal < Window_Base attr_accessor :type def initialize super(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false @type = '' end def id=(id) @id = id refresh end def refresh self.contents.clear return if @id == nil # Set local variables, branching by what type is being viewed. case @type when 'People' stats = Journal::CHARACTER_STATS info = Journal.character_info(@id) bio = Journal.character_bio(@id) pic = Journal::CHARACTER_PIC ? Journal.character_pic(@id) : nil when 'Places' stats = Journal::LOCATION_STATS info = Journal.location_info(@id) bio = Journal.location_bio(@id) pic = Journal::LOCATION_PIC ? Journal.location_pic(@id) : nil when 'Weapons' stats = Journal::WEAPON_STATS info = Journal.weapon_info(@id) bio = Journal.weapon_bio(@id) pic = Journal::WEAPON_PIC ? Journal.weapon_pic(@id) : nil when 'Armors' stats = Journal::ARMOR_STATS info = Journal.armor_info(@id) bio = Journal.armor_bio(@id) pic = Journal::ARMOR_PIC ? Journal.armor_pic(@id) : nil when 'Items' stats = Journal::ITEM_STATS info = Journal.item_info(@id) bio = Journal.item_bio(@id) pic = Journal::ITEM_PIC ? Journal.item_pic(@id) : nil end width = 640 - Journal::LIST_WIDTH - 40 bio = self.contents.slice_text(bio, width) if pic != nil rect = Rect.new(0, 0, pic.width, pic.height) self.contents.blt(self.width-pic.width-64, 32, pic, rect) end # Draw the values on the window's bitmap. self.contents.font.color = system_color y = Journal::SMALL_TEXT ? 20 : 32 stats.each_index {|i| self.contents.draw_text(0, i*(y*2), 128, y, stats[i])} self.contents.draw_text(0, 320, 128, y, 'Description:') self.contents.font.color = normal_color info.each_index {|i| self.contents.draw_text(8, y+i*(y*2), 128, y, info[i])} bio.each_index {|i| self.contents.draw_text(8, (320+y)+i*y, width, y, bio[i])} end end
#=============================================================================== # ** Scene_Journal #===============================================================================
class Scene_Journal #------------------------------------------------------------------------------- def main # Create lists of the entries for each Journal content type. @entry_lists, @index = [], 0 # Create list of entry titles. Journal::LIST_ORDER.each {|key| next unless $game_system.journal.has_key?(key) window = Window_Command.new(Journal::LIST_WIDTH, $game_system.journal_entries(key)) window.visible = window.active = false window.height = 480 @entry_lists.push(window) } # Create main command window. @command_window = Window_Command.new(Journal::LIST_WIDTH, Journal::LIST_ORDER) @command_window.height = 480 # Create main window for viewing information and dummy window. @dummy_window = Window_Base.new(Journal::LIST_WIDTH, 0, 640 - Journal::LIST_WIDTH, 480) @journal_window = Window_Journal.new @windows = @entry_lists + [@journal_window, @command_window, @dummy_window] # Transition and start main loop for the scene. Graphics.transition loop {Graphics.update; Input.update; update; break if $scene != self} # Dispose all windows and prepare for transition. Graphics.freeze @windows.each {|window| window.dispose} end #------------------------------------------------------------------------------- def update # Update all the windows. @windows.each {|window| window.update } # Branch update method depending on what window is active. @command_window.active ? update_command : update_entry_selection end #------------------------------------------------------------------------------- def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new elsif Input.trigger?(Input::C) # Deactivate command window and make selected entry list active. @index = @command_window.index @command_window.active = @command_window.visible = false @entry_lists[@index].active = @entry_lists[@index].visible = true end end #------------------------------------------------------------------------------- def update_entry_selection if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) # Deactivate entry list and make command window active. @command_window.active = @command_window.visible = true @entry_lists[@index].active = @entry_lists[@index].visible = false @journal_window.visible = false elsif Input.trigger?(Input::C) @journal_window.visible = true $game_system.se_play($data_system.decision_se) type = Journal::LIST_ORDER[@index] # Set the type and id variables for the journal window and refresh. @journal_window.type = type @journal_window.id = $game_system.journal[type][@entry_lists[@index].index] end end end
InstructionsSee script. CompatibilityNo known issues. Credits and Thanks- ForeverZer0, for the script.
Author's NotesEnjoy!
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« Last Edit: March 11, 2012, 09:34:44 AM by ForeverZer0 »
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I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.
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Nadim13
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« Reply #1 on: July 09, 2010, 10:50:05 AM » |
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It seems cool! I'll try it later! Good work! (lv.++)
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Shining Riku
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« Reply #2 on: July 09, 2010, 06:30:56 PM » |
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This script is great, it's exactly what I needed for one of my games! Excellent work on the script! ^_^
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SquareMan
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« Reply #3 on: July 18, 2010, 05:32:11 AM » |
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This is awesome! Lvl up.  Edit: Is it possible to modify some values to make it to where you can have two journals? Since I have basic RGSS know how i attempted it my self,...., but failed and ended up with this error when i tryed to start my game. something like this. Error on line 175 in script "Scene_Journal" (thats what i named it in the editor) Stack level too deep. what i did was dupe the script rename it to Scene_Journal2 in the page list. then I changed those things that add info right after the config ends by adding a 2 to the end of the thingys. then i scrolled down to where it said class Scene_Journal and changed it to this Scene_Journal2 any help? It all worked fine before i duped the script. when i deleted the dupe, it was all fine.
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« Last Edit: July 18, 2010, 06:54:59 AM by SquareMan »
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 [SSSS]
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ForeverZer0
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« Reply #4 on: July 18, 2010, 11:53:35 PM » |
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This is awesome! Lvl up.  Edit: Is it possible to modify some values to make it to where you can have two journals? Since I have basic RGSS know how i attempted it my self,...., but failed and ended up with this error when i tryed to start my game. something like this. Error on line 175 in script "Scene_Journal" (thats what i named it in the editor) Stack level too deep. what i did was dupe the script rename it to Scene_Journal2 in the page list. then I changed those things that add info right after the config ends by adding a 2 to the end of the thingys. then i scrolled down to where it said class Scene_Journal and changed it to this Scene_Journal2 any help? It all worked fine before i duped the script. when i deleted the dupe, it was all fine. Copying the script wont do you much good. I'm not positive exactly what your trying to do, but try just renaming the scripts and config differently and calling them as such. For example instead of the Journal module, have a Journal_1 and Journal_2 module, and the same with the scenes. Just make sure that each scene calls from the appropriate Journal, etc, etc. You may also need to make some edits to have different variables that keep track of what is unlocked for each Journal. Hope that was helpful!
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I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.
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SquareMan
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« Reply #5 on: July 19, 2010, 03:24:45 AM » |
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ok i might try it again when i learn more of rgss and not just basics.
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XaineC
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« Reply #6 on: August 21, 2010, 11:02:08 AM » |
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Is there any way to make it so that the journal shows the actors names as dictated by the database? I ask this because I make it so the player can name the main character what they want and I want the journal to change accordingly.
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ForeverZer0
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« Reply #7 on: August 23, 2010, 06:26:54 PM » |
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Is there any way to make it so that the journal shows the actors names as dictated by the database? I ask this because I make it so the player can name the main character what they want and I want the journal to change accordingly.
Don't got my game in front of me right now, but I think if you use... $data_actors[ACTOR_ID].name
...it will show the name of the actor with that ID.
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I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.
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XaineC
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« Reply #8 on: August 25, 2010, 12:15:11 AM » |
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Thanks, that worked. One more question. What if I want to change the picture I use for a certain actor during the game. Is there any way to do that???
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ForeverZer0
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« Reply #9 on: August 25, 2010, 06:09:13 PM » |
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Thanks, that worked. One more question. What if I want to change the picture I use for a certain actor during the game. Is there any way to do that???
Simplest way I can think of off-hand without changing the method would be to set a switch to it. Here's an example, using Switch #10. In the part where you configure the bitmap of char with ID... when 1 then $game_switches[10] ? 'BITMAP SWITCH ON' : 'BITMAP SWITCH OFF'
Try that. Let me know if it works.
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I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.
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XaineC
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« Reply #10 on: August 26, 2010, 04:52:36 AM » |
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Thanks Zero. It worked great. Epic you are.
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Acolyte
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« Reply #11 on: September 05, 2010, 07:27:10 AM » |
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Would it be possible to put in an option for items? Not like an inventory list, just important artifacts.
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ForeverZer0
The Cookie Monster
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« Reply #12 on: September 07, 2010, 06:08:19 PM » |
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Yeah that wouldn't be hard. I'll make you a mod sometime here when I get a chance. If I forget, just PM me or bump for update.
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I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.
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Acolyte
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« Reply #13 on: September 23, 2010, 04:08:28 AM » |
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Just checking to see if you're still working on it.
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Calintz
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« Reply #14 on: September 23, 2010, 04:34:30 AM » |
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Always a great addition to any game when used right.
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ForeverZer0
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« Reply #15 on: September 30, 2010, 06:16:54 PM » |
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* UPDATES * Version is now 2.0 - Totally overworked code for better performance and overview - Added options to log weapons, armors, and items - Add ability to choose what options (ie. Places, People, Items, etc.) to use in your journal - Basic configurables for the window look/layout. - Feature to Auto-Unlock weapons, armors, and items as the player aquires them if desired. - Names will be defined by the database now in a list. Thank you everyone for the suggestions. I think I added them all... 
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« Last Edit: September 30, 2010, 06:18:25 PM by ForeverZer0 »
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I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.
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Acolyte
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« Reply #16 on: October 05, 2010, 03:15:36 AM » |
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Awesome job. Thanks a lot. 
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Lauros
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« Reply #17 on: December 17, 2010, 04:05:44 AM » |
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I wonder if you can added to the script a section for write what is hapenning in the game Ex: after an encounter with a strange man, this appears in the section. (Title) "The strange Man" (What happened)"We found a strange man who told us we were at the castle, I wonder who will be but we dont have time to follow and ask"
Then after a while it reappears the same strange man, after talking with him, and at the same section title("The strange Man") appears:
(Title) "The strange Man", (What happened)"We found a strange man who told us we were at the castle, I wonder who will be but we dont have time to follow and ask. The same strange man came back to help us, I dont understand, ¿why he help us?"
Something like that, and space for many titles
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ForeverZer0
The Cookie Monster
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« Reply #18 on: December 17, 2010, 07:14:58 PM » |
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That would not be a very hard script to write, but it would probably be easier to adapt this.
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I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.
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Lauros
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« Reply #19 on: December 17, 2010, 08:20:27 PM » |
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I have that script, if you can adapted to any of the two scripts would works for me, 
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