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G@MeF@Ce
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I had this idea to some how use the XRXS damage pop up
as some quick and flashy way of text display...
just for simple, fast, and easy questing
to keep that XAS action rush going ^,^
after questing for the right code and tons of
trial and error...I finally got this zany idea to work...
(still a work in progress)
Instructions:
first make sure you have XAS :-P
place this script above main
(F11 to access your script database)
Now make an event, insert new event command
in the 'list of event commands' window
choose tab 3
bottom right click on the script button and insert
the following codes to do the following...
*X = the event's ID number
Critical:
Item:
State:
I would like to have more control over color of the font,
time of the pop up, and animations...
without having to edit the
XRXS - Damage Pop Up script
hopefully these features will be on a newer version.
~enjoy! ^,^
as some quick and flashy way of text display...
just for simple, fast, and easy questing
to keep that XAS action rush going ^,^
after questing for the right code and tons of
trial and error...I finally got this zany idea to work...
(still a work in progress)
Instructions:
first make sure you have XAS :-P
place this script above main
(F11 to access your script database)
- Spoiler:
- Code:
=begin
XAS NAME DROP
by gameface101
12-23-09
=end
class Sprite_Character < RPG::Sprite
alias name_drop_update update
def update
name_drop_update
if @character != nil and @character.damage != nil
damage(@character.damage, @character.critical, @character.state, @character.character_hue)
@character.damage = nil
@character.critical = false
@character.state = nil
@character.item = nil
end
end
end
class Game_Character
attr_accessor :damage
attr_accessor :critical
attr_accessor :state
attr_accessor :item
alias name_drop_initialize initialize
def initialize
@damage = nil
@critical = false
@state = nil
@item = nil
name_drop_initialize
end
end
Now make an event, insert new event command
in the 'list of event commands' window
choose tab 3
bottom right click on the script button and insert
the following codes to do the following...
*X = the event's ID number
Critical:
- Code:
$game_map.events[X].critical = true
$game_map.events[X].damage =
"GAMEFACE101.COM"
Item:
- Code:
$game_map.events[X].item = true
$game_map.events[X].damage =
"NAME DROP SCRIPT!"
State:
- Code:
$game_map.events[X].state = true
$game_map.events[X].damage = "COOL!"
I would like to have more control over color of the font,
time of the pop up, and animations...
without having to edit the
XRXS - Damage Pop Up script
hopefully these features will be on a newer version.
~enjoy! ^,^
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mr_wiggles
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THIS IS WHAT YOU MENT!!!
ok now i see the picture, this is kinda cool... nice idea
ok now i see the picture, this is kinda cool... nice idea
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albertfish
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Nicely done, I'm going to try this one out later.
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G@MeF@Ce
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just to clarify...
this takes the damage pop up from the XAS ABS...
and uses it as a messaging system!
@albertfish - this is just a trick script...
but an early attempt to have a different way in displaying text.
when you get the chance to take a look...
it works through the XRXS Damage Pop Up script
though it calls Game_Character & Sprite_Character classes.
I would like to make this a stand alone plug and play script.
with a module for easy settings to change
font size
font color
font type
and how the text will appear
fade in/out
pop up
rotate
who knows... this may be a start of a new
simple and flashy easy to use AMS!.......?
well I should get carried away now...
I still have a lot to learn with scripting.
this takes the damage pop up from the XAS ABS...
and uses it as a messaging system!
@albertfish - this is just a trick script...
but an early attempt to have a different way in displaying text.
when you get the chance to take a look...
it works through the XRXS Damage Pop Up script
though it calls Game_Character & Sprite_Character classes.
I would like to make this a stand alone plug and play script.
with a module for easy settings to change
font size
font color
font type
and how the text will appear
fade in/out
pop up
rotate
who knows... this may be a start of a new
simple and flashy easy to use AMS!.......?
well I should get carried away now...
I still have a lot to learn with scripting.
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mr_wiggles
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This would be a nice and handy little AMS though. i like the concept.
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albertfish
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@Gameface101 Well, when things settle down a little bit around here, I can help you work on this script to make it stand alone.
I also am soon going to start working on some Ruby tutorials, mainly for basic scripting, but may get bit in depth later.
I also am soon going to start working on some Ruby tutorials, mainly for basic scripting, but may get bit in depth later.
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mr_wiggles
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@ albert - looking forword to them, and i have herd "like the cows" that you are makeing your own ABS ? this true?
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albertfish
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It's a possibility. I have given it some thought .
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G@MeF@Ce
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@albertfish - thanks in advance for your help.
as you know, you are my Obi-Wan in scripting.
every time I learn more from you I feel the force
getting stronger
it will be some time in which I could give some thought
towards making my own ABS ^,^
just know that you have my full support if you do
decide to take on a new action battle system.
as you know, you are my Obi-Wan in scripting.
every time I learn more from you I feel the force
getting stronger
it will be some time in which I could give some thought
towards making my own ABS ^,^
just know that you have my full support if you do
decide to take on a new action battle system.
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Ragnai
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Nice, I think that you could turn this into a real pretty looking messaging system?
Beside the render and the standart textoutput there wouldn't be that many problems or am I false?
Would look really(!) nice in a game in comparison with these text-boxes .__.
~Ragnai
Beside the render and the standart textoutput there wouldn't be that many problems or am I false?
Would look really(!) nice in a game in comparison with these text-boxes .__.
~Ragnai
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