# Some Popup v 2.8
# XP version
# by mikb89
# Details:
# Show some popup text when facing an event.
# Text can be placed in center of screen, over the player or over the event.
# Write [pop] in a comment to assign the popup to an event and write in the
# next comment the text that will be shown.
# NOTE: [pop] is by default, but you can change it in the settings.
# Text can be also grayed, to indicate a non-available something. To do so,
# write [npop] instead of [pop].
# You can also show a picture instead of text. In order to do this, the first
# comment must be [ppop] and the second will contain the name of the Picture.
# It is possible to play a sound/music effect for each event. Just write in a
# third comment these lines:
# SE (or ME or BGM or BGS)
# Audio filename
# Volume (1-100)
# Pitch (50-150)
# You can omit the two last lines, and they will be set by default:
# Volume 80 for BGS and SE, 100 for BGM and ME
# Pitch 100
# ATTENTION: comments have to be the first two (or three) commands of the event.
#
# You can also call a script with:
# $game_player.remove_town_sprite
# in it to remove the sprite. For example if you put the sprite on an event
# which you'll speak, with this code you can remove the popup.
# Configurations:
module SPOP
ID = "pop" # set "loc" for old version compatibility.
# What you have to write on a event to be identified as popup one.
# If the value here is for example "pop" you'll have to write:
# - [pop] for the common text popup;
# - [npop] for the grayed out popup;
# - [ppop] for the picture popup.
AUTO_REMOVE_AT_TRANSFER = true
# Test to understand what I mean.
# true - gives the same effect as the one in Chrono Trigger towns.
# false - let the popup be visible after the teleport. Will fade out at the
# first player movement.
GRAYED_COLOR = Color.new(255,245,255,175)
# Value of grey color. Red, green, blue, alpha. From 0 to 255.
WALK_8_DIR = true
# You don't have to include the 8dir script. Just set true this.
POPUP_TRANSITION = 9
# The effect of the popup appearing/disappearing.
# 0: no effect
# 1: fading in/out
# 2: movement up/down
# 3: movement & fading
# 4: reduced movement
# 5: reduced movement & fading
# 6: zoom in/out
# 7: zoom & fading
# 8: zoom & movement
# 9: zoom, movement, fading
# 10: zoom & reduced movement
# 11: zoom, reduced movement, fading
POPUP_SOUND = ["SE", "046-Book01", 80, 100]
# Play something on popup.
# 4 parameters:
# 1. Sound kind ("SE", "ME", "BGS", "BGM");
# 2. Name of the file;
# 3. Volume (0-100);
# 4. Pitch (50-150 (or 15-453 if you want MAXIMUM values)).
# To deactivate sound just set "" the 2. or set 0 to 3. Examples:
# POPUP_SOUND = ["SE", "", 80, 100]
# POPUP_SOUND = ["SE", "046-Book01", 0, 100]
# Won't be played.
# Eventual BGM or BGS playing will fade as the graphic fade/zoom/move and
# will start after the popup close. Obviously not valid if using SE/ME.
# Examples with ME, BGM, BGS:
# POPUP_SOUND = ["ME", "010-Item01", 100, 100]
# POPUP_SOUND = ["BGM", "023-Town01", 100, 100]
# POPUP_SOUND = ["BGS", "016-Drips01", 100, 100]
POPUP_BINDING = 2
# Where the popup should be binded.
# 0: center of the screen
# 1: over the player
# 2: over the event
end
# Others:
# You'll see 'town' everywhere in the script. This is because of the SECOND
# name given to this script: "Popup town name".
# The FIRST original name was "Location system", from this the [loc] to add in
# event comments. By the way I never publicated the version with this name, so
# you won't find anything.
#Codename: spop
($imported ||= {})[:mikb89_spop] = true
# License:
# - You can ask me to include support for other scripts as long as these scripts
# use the $imported[script] = true;
# - You can modify and even repost my scripts, after having received a response
# by me. For reposting it, anyway, you must have done heavy edit or porting,
# you can't do a post with the script as is;
# - You can use my scripts for whatever you want, from free to open to
# commercial games. I'd appreciate by the way if you let me know about what
# you're doing;
# - You must credit me, if you use this script or part of it.
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
#class Game_Player#def initialize()
def initialize
super
@town_sprite = nil
@town_text = ""
reset_audio
@town_ex_audio = [nil, ""]
@sync_event = nil
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
#class Game_Player#def update() <- rewritten
def update
# Remember whether or not moving in local variables
last_moving = moving?
# If moving, event running, move route forcing, and message window
# display are all not occurring
unless moving? or $game_system.map_interpreter.running? or
@move_route_forcing or $game_temp.message_window_showing
# Move player in the direction the directional button is being pressed
move_by_input # Edited from the original
end
# Remember coordinates in local variables
last_real_x = @real_x
last_real_y = @real_y
super
# Some Popup addition START
update_town_sprite
# Some Popup addition END
# If character moves down and is positioned lower than the center
# of the screen
if @real_y > last_real_y and @real_y - $game_map.display_y > CENTER_Y
# Scroll map down
$game_map.scroll_down(@real_y - last_real_y)
end
# If character moves left and is positioned more let on-screen than
# center
if @real_x < last_real_x and @real_x - $game_map.display_x < CENTER_X
# Scroll map left
$game_map.scroll_left(last_real_x - @real_x)
end
# If character moves right and is positioned more right on-screen than
# center
if @real_x > last_real_x and @real_x - $game_map.display_x > CENTER_X
# Scroll map right
$game_map.scroll_right(@real_x - last_real_x)
end
# If character moves up and is positioned higher than the center
# of the screen
if @real_y < last_real_y and @real_y - $game_map.display_y < CENTER_Y
# Scroll map up
$game_map.scroll_up(last_real_y - @real_y)
end
# If not moving
unless moving?
# If player was moving last time
if last_moving
# Event determinant is via touch of same position event
result = check_event_trigger_here([1,2])
# If event which started does not exist
if result == false
# Disregard if debug mode is ON and ctrl key was pressed
unless $DEBUG and Input.press?(Input::CTRL)
# Encounter countdown
if @encounter_count > 0
@encounter_count -= 1
end
end
end
end
# If C button was pressed
if Input.trigger?(Input::C)
# Same position and front event determinant
check_event_trigger_here([0])
check_event_trigger_there([0,1,2])
end
end
end
#--------------------------------------------------------------------------
# * Part of the update
#--------------------------------------------------------------------------
#class Game_Player#def update_town_sprite()
def update_town_sprite
if @town_sprite != nil
case SPOP::POPUP_BINDING
when 1
@town_sprite.x = screen_x
if @town_sprite.y != screen_y && screen_y != @sync_y
@town_sprite.y = screen_y - (@town_sprite.y - @sync_y).abs
@sync_y = screen_y
end
when 2
if @sync_event != nil
@town_sprite.x = @sync_event.screen_x
if @town_sprite.y != @sync_event.screen_y && @sync_event.screen_y != @sync_y
@town_sprite.y = @sync_event.screen_y - (@town_sprite.y - @sync_y).abs
@sync_y = @sync_event.screen_y
end
sx = @sync_event.x - @x
sy = @sync_event.y - @y
remove_town_sprite if Math.hypot(sx, sy) > 2
end
end
rem = false
@town_sprite.update
if [1,3,5,7,9,11].include?(SPOP::POPUP_TRANSITION)
@town_sprite.opacity -= 15 if @town_sprite.z == 5 && @town_sprite.opacity > 0
@town_sprite.opacity += 15 if @town_sprite.z == 10 && @town_sprite.opacity < 255
rem = true if @town_sprite.opacity <= 0
end
if [2,3,4,5,8,9,10,11].include?(SPOP::POPUP_TRANSITION)
mov = [4,5,10,11].include?(SPOP::POPUP_TRANSITION) ? 32 : 64
val = mov/16
t = @town_sprite.y
@town_sprite.y += val if @town_sprite.z == 5 && @toadd > -mov
@town_sprite.y -= val if @town_sprite.z == 10 && @toadd > 0
@toadd -= val if t != @town_sprite.y
rem = true if @toadd <= -mov
end
if [6,7,8,9,10,11].include?(SPOP::POPUP_TRANSITION)
if @town_sprite.z == 5 && @town_sprite.zoom_x > 0
@town_sprite.zoom_x -= 0.25
@town_sprite.zoom_y -= 0.25
end
if @town_sprite.z == 10 && @town_sprite.zoom_x < 1
@town_sprite.zoom_x += 0.25
@town_sprite.zoom_y += 0.25
end
rem = true if @town_sprite.zoom_x <= 0
end
if @town_ex_audio[0] != nil
if @audiowait > 0
@audiowait -= 1
elsif @audiowait == 0
if @town_audio[0] != nil
$game_system.method("#{@town_audio[1]}_play").call(@town_audio[0])
if @town_ex_audio[1] != @town_audio[1]
$game_system.method("#{@town_ex_audio[1]}_play").call(@town_ex_audio[0])
@town_ex_audio = [nil, ""]
end
reset_audio if @town_audio[0].name != SPOP::POPUP_SOUND[1]
end
@audiowait = -1
end
end
remove_town_sprite(true) if rem
end
end
#--------------------------------------------------------------------------
# * Popup removal at straighten (scene change)
#--------------------------------------------------------------------------
if method_defined?(:straighten)
alias_method(:straighten_b4_spop, :straighten) unless method_defined?(:straighten_b4_spop)
end
#class Game_Player#def straighten() <- aliased/added
def straighten
remove_town_sprite(true)
if respond_to?(:straighten_b4_spop)
straighten_b4_spop
else
super
end
end
#--------------------------------------------------------------------------
# * Player has moved?
#--------------------------------------------------------------------------
alias_method(:increase_steps_b4_spop, :increase_steps) unless method_defined?(:increase_steps_b4_spop)
#class Game_Player#def increase_steps() <- aliased
def increase_steps
increase_steps_b4_spop
@move_failed = false
end
#--------------------------------------------------------------------------
# * Processing of Movement via input from the Directional Buttons
#--------------------------------------------------------------------------
#class Game_Player#def move_by_input()
def move_by_input
x, y = self.x, self.y
@move_failed = true
case SPOP::WALK_8_DIR ? Input.dir8 : Input.dir4
when 1
move_lower_left
if @move_failed
check_town(x-1, y+1)
else
check_town(x-2, y+2)
end
when 2
move_down
if @move_failed
check_town(x, y+1)
else
check_town(x, y+2)
end
when 3
move_lower_right
if @move_failed
check_town(x+1, y+1)
else
check_town(x+2, y+2)
end
when 4
move_left
if @move_failed
check_town(x-1, y)
else
check_town(x-2, y)
end
when 6
move_right
if @move_failed
check_town(x+1, y)
else
check_town(x+2, y)
end
when 7
move_upper_left
if @move_failed
check_town(x-1, y-1)
else
check_town(x-2, y-2)
end
when 8
move_up
if @move_failed
check_town(x, y-1)
else
check_town(x, y-2)
end
when 9
move_upper_right
if @move_failed
check_town(x+1, y-1)
else
check_town(x+2, y-2)
end
end
end
#--------------------------------------------------------------------------
# * Operations for sprite removal and audio stopping
#--------------------------------------------------------------------------
#class Game_Player#def remove_town_sprite(instant, audio)
def remove_town_sprite(instant=false, audio=true)
if @town_sprite != nil
if instant || SPOP::POPUP_TRANSITION == 0
if audio
$game_system.method("#{@town_audio[1]}_stop").call if @town_audio[1] != ""
$game_system.method("#{@town_ex_audio[1]}_play").call(@town_ex_audio[0]) if @town_ex_audio[1] != ""
end
@town_ex_audio = [nil, ""]
@town_sprite.dispose
@town_sprite = nil
@sync_event = nil
else
@town_sprite.z = 5
unless ["se", "me", ""].include?(@town_audio[1])
$game_system.method("#{@town_audio[1]}_fade").call(4)
end
end
end
end
#--------------------------------------------------------------------------
# * Set the audio as the one specified in SPOP or passed
#--------------------------------------------------------------------------
#class Game_Player#def reset_audio(spn)
def reset_audio(spn = SPOP::POPUP_SOUND)
@town_audio = [(spn[1] == "" || spn[2] <= 0) ? nil :
RPG::AudioFile.new(spn[1], spn[2], spn[3]),
spn[0].downcase]
end
#--------------------------------------------------------------------------
# * Check if there is a town event in front of the player
#--------------------------------------------------------------------------
#class Game_Player#def check_town(x, y)
def check_town(x, y)
return false if $game_system.map_interpreter.running?
result = false
for event in $game_map.events_xy(x, y)
unless [1,2].include?(event.trigger) and event.priority_type == 1
if event.list != nil
if event.list[0].code == 108 and
["[#{SPOP::ID}]", "[n#{SPOP::ID}]", "[p#{SPOP::ID}]"].include?(event.list[0].parameters[0])
result = true
next if @town_sprite != nil && @town_sprite.z == 10 && @town_text == event.list[1].parameters[0]
remove_town_sprite(true)
@town_sprite = Sprite.new
@town_sprite.z = 10
if [6,7,8,9,10,11].include?(SPOP::POPUP_TRANSITION)
@town_sprite.zoom_x = @town_sprite.zoom_y = 0.0
end
@town_sprite.opacity = 15 if [1,3,5,7,9,11].include?(SPOP::POPUP_TRANSITION)
if event.list[0].parameters[0] != "[p#{SPOP::ID}]"
@town_sprite.bitmap ||= Bitmap.new(1,1)
siz = @town_sprite.bitmap.text_size(event.list[1].parameters[0])
h = siz.height
s = siz.width
@town_sprite.bitmap.dispose
@town_sprite.bitmap = Bitmap.new(s, 24)
if event.list[0].parameters[0] == "[n#{SPOP::ID}]"
ex = @town_sprite.bitmap.font.color
@town_sprite.bitmap.font.color = SPOP::GRAYED_COLOR
end
@town_sprite.bitmap.draw_text(0,2,s,22,event.list[1].parameters[0],1)
@town_sprite.bitmap.font.color = ex if event.list[0].parameters[0] == "[n#{SPOP::ID}]"
else
@town_sprite.bitmap = Cache.picture(event.list[1].parameters[0])
s = @town_sprite.bitmap.width
h = @town_sprite.bitmap.height
end
@town_text = event.list[1].parameters[0]
@town_sprite.ox = s/2
@town_sprite.oy = h/2
case SPOP::POPUP_BINDING
when 1
@town_sprite.x = screen_x#*32+16
@town_sprite.y = @sync_y = screen_y#*32+16
when 2
@town_sprite.x = event.screen_x#*32+16
@town_sprite.y = @sync_y = event.screen_y#*32+16
@sync_event = event
else
@town_sprite.x = 544/2# - s/2
@town_sprite.y = 416/2# - h/2
end
@town_sprite.y -= 64 if [0,1,6,7].include?(SPOP::POPUP_TRANSITION)
@town_sprite.y -= 32 if [4,5,10,11].include?(SPOP::POPUP_TRANSITION)
@toadd = [2,3,4,5,8,9,10,11].include?(SPOP::POPUP_TRANSITION) ? 64 : 0
@toadd -= 32 if [4,5,10,11].include?(SPOP::POPUP_TRANSITION)
if @town_audio[0] != nil || event.list[2].code == 108
if ["BGM", "ME", "BGS", "SE"].include?(event.list[2].parameters[0]) &&
event.list[3].code == 408
arr = []
arr.push(event.list[2].parameters[0])
arr.push(event.list[3].parameters[0])
if event.list[4].code == 408
arr.push(event.list[4].parameters[0].to_i)
arr.push(event.list[5].parameters[0].to_i) if event.list[5].code == 408
else
arr.push(["BGS", "SE"].include?(event.list[2].parameters[0]) ? 80 : 100)
end
arr.push(100) if arr.size < 4
reset_audio(arr)
end
if ["bgm", "bgs"].include?(@town_audio[1])
@town_ex_audio = [$game_system.method("playing_#{@town_audio[1]}").call,
@town_audio[1]]
else
@town_ex_audio[0] = nil
end
if @town_ex_audio[0] != nil
$game_system.method("#{@town_ex_audio[1]}_fade").call(4)
@audiowait = 4
else
$game_system.method("#{@town_audio[1]}_play").call(@town_audio[0])
reset_audio if arr != nil
end
end
end
end
end
end
remove_town_sprite unless result
return result
end
end
if SPOP::AUTO_REMOVE_AT_TRANSFER
class Scene_Map
#--------------------------------------------------------------------------
# * Removing of town sprite when changing map
#--------------------------------------------------------------------------
alias_method(:transfer_player_b4_spop, :transfer_player) unless method_defined?(:transfer_player_b4_spop)
#class Scene_Map#def transfer_player() <- aliased
def transfer_player
$game_player.remove_town_sprite(true, false)
transfer_player_b4_spop
end
end
end
class Game_Map
#--------------------------------------------------------------------------
# * Get event list in x, y
#--------------------------------------------------------------------------
#class Game_Map#def events_xy(x, y)
unless method_defined?(:events_xy)
def events_xy(x, y)
result = []
for event in $game_map.events.values
result.push(event) if event.x == x and event.y == y
end
return result
end
end
end