Hey again everyone! So I found this script by Ánemus, and I'm running into trouble with it and I wanted to see if anyone could trouble shoot it for me!
Script and needed image are below!
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>SCRIPT<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
# #
# Emotions Script #
# by Ánemus (www.arcadiumrpg.net) #
# #
# This script shows emotions over the player or over the other #
# characters of the map. #
# #
# $scene.emotion(id,ev,image) #
# #
# For any comments: anemus@arcadiumrpg.net #
# #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>SETTINGS<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
# #
# Number of Repetitions or LOOP: #
# That's the number of times the animation of the emotion will #
# repeat. I recomend 1, because bigger numbers are just way to #
# repetitive. #
LOOP = 1
# #
# Delay: #
# That's the slowness of the animation. I recomend 3 or 4, #
# smaller numbers are like flashes, so they aren't really #
# useful. #
DELAY = 4
# #
# Deafult file for emotions: #
# This is a tool to make it easier to use, this way you just #
# write the id of the animation and the event where you want to #
# show it.
DEFAULTFILE = "balloon"
# #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>INSTRUCTIONS<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
# #
# Whenever you want to use it just use Call Script command #
# then write: #
# $scene.emotion(id, ev, image) #
# Being id the number of the emotion in the file (the top one is#
# the 0 and the lowest one the 9), ev the event over which you #
# are showing the emotion (being -1 for the player and any #
# other number for events, and image, that is the image file #
# that you are using for the emotions. This file is to be placed#
# on Pictures folder and should be 256x320 px. #
# #
# Some tips: #
# If you are using the emotion file specified in DEFAULTFILE #
# you dont need to include it in the sentence. #
# $scene.emotion(id, ev) #
# Now if you are using the default file and also placing the #
# emotion on the main character, the sentence is reduced to: #
# $scene.emotion(id) #
# #
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>>END<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
#===============================================================#
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>CODE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<#
#===============================================================#
class Sprite_Character < RPG::Sprite
alias :old_updateEmo :update
def update
old_updateEmo
if @frames != nil
@pic.x = (@character.screen_x + 5)
@pic.y = (@character.screen_y - @ph - @ch.to_i+2)
if @frames > (1 + LOOP*7)*DELAY
@pic.zoom_x = 0.6
@pic.zoom_y = 0.6
@pic.opacity = 100
@frames -= 1
return
elsif @frames > (LOOP*7)*DELAY
@pic.zoom_x = 1
@pic.zoom_y = 1
@pic.opacity = 255
@frames -= 1
@iframe = 1
@gota = 0
return
elsif @frames == 0
@frames = nil
@pic.bitmap.dispose
@pic.dispose
@picid = nil
return
else
@pic.bitmap.clear
@pic.bitmap.blt(0,0,RPG::Cache.picture(@picig),Rect.new(@iframe*32, @picid*32, 32, 32))
@pic.zoom_x = 1
@pic.zoom_y = 1
@pic.opacity = 255
@frames -= 1
if @gota == DELAY
@iframe += 1
if @iframe > 7
@iframe = 1
end
@gota = 0
end
@gota +=1
end
end
end
def emotion (id,ig="balloon",wt=false)
if !FileTest.exist?("Graphics/Pictures/"+ig+".png")
return 0
end
@frames = (2 + LOOP*7)*DELAY
@picid = id > 9 ? 9 : id
@picig = ig
@pic = Sprite.new
@pic.bitmap = Bitmap.new(32,32)
@pic.bitmap.blt(0, 0, RPG::Cache.picture(@picig), Rect.new(0,32*@picid,32,32))
@pic.ox = @pic.bitmap.width / 2
@pic.oy = @ph = @pic.bitmap.height / 2
@pic.z = 100
if wt
return @frames
else
return 0
end
end
def dispose
super
if @pic != nil
@pic.bitmap.dispose
@pic.dispose
end
end
end
class Spriteset_Map
def emotion (id,ev=-1,ig=DEFAULTFILE,wt=false)
if ev.to_i > -1
@frames = @character_sprites[ev].emotion (id,ig,wt)
else
@frames = @character_sprites[@character_sprites.size - 1].emotion(id,ig,wt)
end
return @frames
end
end
class Scene_Map
def emotion (id,ev=-1,ig=DEFAULTFILE,wt=false)
$game_system.map_interpreter.wait_count = @spriteset.emotion (id,ev,ig,wt)
end
end
class Interpreter
def wait_count=(frames)
@wait_count = frames.to_i
end
end
Save image in Picture Folder as balloon.png!
(http://img299.imageshack.us/img299/1346/ballooniv9.png)
It's giving me an error from line 143. (below)
@frames = @character_sprites[@character_sprites.size - 1].emotion(id,ig,wt)
I made Common Events for each one and I know I did the call script commands properly. So I don't know what the issue is and I figured I'd give it a shot. Sorry for such ridiculousness! :-* Thanks a head of time! :^_^':
What is the exact error (let me guess... undefined method 'emotion' for nil class)? Any other scripts you have, and, if so, what is the order? You are using XP?
And, if all else fails, you don't need a script to pull this effect off.
class Control_Sprite_Character < RPG::Sprite
alias :old_updateEmo :update
def update
old_updateEmo
if @frames != nil
@pic.x = (@character.screen_x + 5)
@pic.y = (@character.screen_y - @ph - @ch.to_i+2)
if @frames > (1 + LOOP*7)*DELAY
@pic.zoom_x = 0.6
@pic.zoom_y = 0.6
@pic.opacity = 100
@frames -= 1
return
elsif @frames > (LOOP*7)*DELAY
@pic.zoom_x = 1
@pic.zoom_y = 1
@pic.opacity = 255
@frames -= 1
@iframe = 1
@gota = 0
return
elsif @frames == 0
@frames = nil
@pic.bitmap.dispose
@pic.dispose
@picid = nil
return
else
@pic.bitmap.clear
@pic.bitmap.blt(0,0,RPG::Cache.picture(@picig),Rect.new(@iframe*32, @picid*32, 32, 32))
@pic.zoom_x = 1
@pic.zoom_y = 1
@pic.opacity = 255
@frames -= 1
if @gota == DELAY
@iframe += 1
if @iframe > 7
@iframe = 1
end
@gota = 0
end
@gota +=1
end
end
end
def emotion (id,ig="balloon",wt=false)
if !FileTest.exist?("Graphics/Pictures/"+ig+".png")
return 0
end
@frames = (2 + LOOP*7)*DELAY
@picid = id > 9 ? 9 : id
@picig = ig
@pic = Sprite.new
@pic.bitmap = Bitmap.new(32,32)
@pic.bitmap.blt(0, 0, RPG::Cache.picture(@picig), Rect.new(0,32*@picid,32,32))
@pic.ox = @pic.bitmap.width / 2
@pic.oy = @ph = @pic.bitmap.height / 2
@pic.z = 100
if wt
return @frames
else
return 0
end
end
alias dispose_emote dispose
def dispose
if @pic != nil
@pic.bitmap.dispose
@pic.dispose
end
dispose_emote
end
end
Try this, pasted below the BlizzABS scripts. Not tested.
In my post, delete the '< RPG::Sprite' part. It was working in my project.
Now I have to warn you that BlizzABS creates new characters all the time to the map. If you shoot a projectile and use the $scene.emotion(id) call while the projectile is still on the map, the emotion bubble will play over the projectile.
So basically, in other words, this script is not highly compatible with BlizzABS.
Thank you! It worked! :^_^': Again thank you for your swift help as usual!