RPG Maker VX Ace
Sprites in Show Text event?
Hi guys,

I'm using Synn's Charset Menu System by CT_Bolt/Synn and wondered if it were possible to use sprites (possibly animated) in place of the Face representation in the Show Text event.

I've been Googling around looking, but no luck. I think there is script lines available to use sprites instead of faces in the ABE, but I can't see anything for changing this in the Show Text box.

Just wondered if there was an existing script for this at all?

Thanks in advance for any help you can give!

Best regards.
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Сообщения 19 из 9
Sprites? Do you possible mean Busts? If so take a look at this script
http://galvs-scripts.com/galvs-message-busts/
Hi Kurashi,

Thanks for the reply and link!

I have looked at Galv's script for Busts, but that isn't what I'm looking for :(

I think I would like to not use Faces/Busts/Portraits at all in my game.

With the CT_Bolt/Synn script it replaces the actor faces in the menu screen with the animated sprite of the character. I think I would like to use a similar method for the Show Text boxes.

I suppose I could use no face at all in the Show Text, but I like the idea of a visual representation of a character while speaking... just not his face :)

Best regards.
IT will take me a bit but I'm sure that I can do this.
Oh thank you, thank you!

You are amazing!

Best regards.
As an update I have gotten the sprite set up part to show, but I'm having trouble with the animations. I don't think the message window updates frame by frame. That or I'm doing some thing wrong. Probably the latter.
Wow, that's awesome.

Non-animated is still wonderful! I suspect you are quite right that the text window does not update frame by frame.

May I use the script, please?

Thanks for all your help so far :)

Best regards.
Here you are.[pastebin.com]

Do remember that your actor Face image and Actor Sprite image need to be named the same and in the same order. This is neccesary since I made this script compatible with the engine. If you were to use the script version of the Show Text command Then you could just set the Face name variable yourself. If you want to know how to do that then you use the following (with your editations) in the Script command on Page 3:
$game_message.face_name = 'fName' $game_message.face_index = fIndex $game_message.background = fBG $game_message.position = fPos $game_message.add("Text") # fName - Name of file containing desired face. Also automatically searches # files included in RGSS-RTP. File extensions may be omitted. # fIndex - Numerical identifier of face (0 is the first face). # fBG - [0] Normal, [1] Faded, [2] Transparent # fPos - [0] Top, [1] Middle, [2] Bottom # Text - the text that will appear on screen. Note: doesn't automatically go to the next line. # To do that you must use \n to force a line break.
Thank you Kurashi,

I'll have a play around with the script!

Edit: That is a lovely script, it works perfectly!!

I'll have a look at imported graphics after I have slept, but it should work just the same?

Just import the sprite into both folders?

Thank you again Kurashi, lots of possibilities for this :)
Отредактировано Jack-a-Lopium; 11 июл. 2015 г. в 15:19
Автор сообщения: Ruprecht von Preuss
Just import the sprite into both folders?
You don't need to inport the sprite into both folders just the face sprite (Wheather it is a face image or a sprite image) must match the name of the character sprite image you are wanting to use. This is because the script only checks for the name. That means anything from the default stuff will work just fine. Custom items need to match. You CAN still import the sprite but you might get some crazy looking images. Oh and another important thing: Do Not Use Single Character Images For The Face. This WILL give you image problems as the script seperates the image into 8 pieces.
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Дата создания: 11 июл. 2015 г. в 8:51
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